Birthrights and Antagonists in Scion

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This document provides an overview of Birthrights and guides that can be bestowed upon Scions as gifts from their progenitors. Birthrights include creatures like sharks, crocodiles, and bats…

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  • Birthrights and Antagonists
  • Relics and Powers
  • Antagonists
  • Terrors of the Seas
  • Mystic Forces
  • Divine Beings and Entities

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Chapter 4

© 2023 Onyx Path Publishing


Birthrights and Antagonists
“You m ay encounter m any defeats, but you m ust not be defeated. In
fact, it m ay be necessary to encounter the defeats so you can know
w ho you are, w hat you can rise from , how you can still com e out of it.”
— Maya Angelou
No matter if they are pre-Visitation, Heroes, Demigods, or Gods, Scions all have trappings which help
define their nature and their place in the World. These can be anything from physical items to people who
worship them, or rivals who stand against them. This chapter covers these trappings in detail from
Birthrights to Antagonists.

Birthrights
Birthrights are the gifts mythic progenitors give their Scions and the Relics and followers Demigods and
Gods accumulate and imbue with their divine Legend. The following Birthrights are appropriate for
Titanic or divine Scions at Origin, Hero, and Demigod Tiers, as well as Gods and Titans.

Creatures
Progenitors bestow animals and Legendary creatures upon their Scions as protectors and companions.
They act to further the Scion’s interests — keeping them safe or carrying our their plans — and are
intimately linked to who the Scion is. Some of these creatures are considered Legendary creatures, which
will be noted in their write-up. You can find out more about Legendary creatures in Scion: Demigod, p.
131.

Bakunawa’s Spawn (•••)


Bakunawa has spawned many children. Even the lowliest are powerful aquatic predators, and valuable
allies in the right environment — which is anywhere with a body of water big enough and deep enough to
hold them. While Bakunawa is an impossibly large sea serpent (all the better to swallow that last, tasty
moon), their children adopt swifter, more mobile forms better adapted to the World. These offspring of
the Moon Eater take the form of turtles, sharks, crocodiles, or other dangerous aquatic predators. Once a
Scion bonds with them through copious offerings of food, they have a loyal and ferocious ally in combat
and a capable guide in waterlogged or aquatic terrain.
Qualities: Natural Weapons, Heavily Armored
Flairs: Seeing Red

Caiman (••)
Zipacna’s children make great creatures for his Scions to bond with. These ferocious predators are quick
and agile in a fight. While they may be small, caimans are strong and nothing to scoff at in a fight. Many
of Zipacna’s children are caimans that carry the Legendary creature trait.
Qualities: Heavily Armored

Mandurugo (••••)
Mandurugo are flying, nocturnal predators notorious for devouring human flesh and blood, especially the
internal organs of their victims. Although they’re capable of overpowering a human being, they lurk in
shadows and feed on unsuspecting individuals while they sleep.
Mandurugo prefer the form of a bat-winged monster with sharp claws and elongated tongues but they can
take the shape of a dog, pig, bird, or even a beautiful human to blend into their surroundings and avoid
suspicion. Acute senses of smell and hearing enable them to detect and locate their victims.
Every Mandurugo is a proud, independent being with an agenda of their own. The Balahala negotiate with
them to serve as Birthrights for their most exceptional Scions. Still, exceptions must be made in times of
crisis or dire need. These Creatures are passed to worthy and capable Scions by Banwanun and Makanduk
in times of war and conflict, so that they may assist the Scion in some great battle or fight against a
particularly powerful foe. They’re not intended as a permanent gift, though they may remain after their
work is done if they’ve formed a bond of mutual respect with the Scion.
Qualities: Natural Weapons, Super Soldier, Flight
Flairs: Shapeshifter, Thousand Faces

Mo’o (••)
[TO EDITOR: THE LEADING APOSTROPHE IN ‘AUMĀKUA IS THE CORRECT SPELLING.]
Mo’o are ‘aumākua, ancestors who take physical form and watch over their descendants. Mo’o are
‘aumākua associated with bodies of water; they dwell in them, command them, and in some cases protect
them. Mo’o are capable of manipulating small bodies of water, allowing it to change its environment at a
moment’s notice to make it more beneficial to the Mo’o and their Scion.
Mo’o can appear as small lizards, colossal reptiles, or even humans as they choose. They tend to prefer a
reptilian shape, but some form such strong bonds with humans it’s more convenient to default to a human
form.
Qualities: Regeneration
Flairs: Shapeshifter (reptiles and humans), Sorcery (Water)

Ship Cats (••)


The Ilhm stock their ships with cats for good luck and to kill rats. The cats in turn keep the waters calm
and the weather perfect for sailing. Most ship cats are mundane cats who simply catch rats and entertain
sailors, but the Ilhm’s creatures are magical beasts who control the weather.
Flairs: Weather Tyrant

Followers
The Followers listed below are devoted to Titans and Titanic Scions, ready to do their bidding when
called.

Cewri
The original inhabitants of Britain, these giants are a proud people. They follow those who prove
themselves worthy through cunning and strength. Once they were the kings of Britain, and that history
taught them to be patient, intelligent, and strategic. Most follow Ysbaddaden as the most powerful and
cunning of them, having proven his might and worth. Scions of Ysbaddaden may simply receive them as
followers by virtue of their parentage — whether they want a giant following in their footsteps or not.
Others have to prove themselves as a leader first.
Lesser Cewri (•••)
At Hero Tier, Titanic Scions are likely to have one of these giants as a follower. While not as strong and
personable as the famous (or infamous) cewri who feature in legends and tales, they are still a force to be
reckoned with.
Tags: Archetype (Heavy), Savage, Terrible (Size), Tough
Canthrig Bwt (••••)
As a Demigod, children of Ysbaddaden are likely to have a close relationship with a powerful cewri
whose name carries its own Legends. Canthrig Bwt is a giantess witch with a taste for human flesh. As
with most cewri, she is a powerhouse of strength, but she is also versed in magic and ruthlessly cunning.
Tags: Archetype (Consultant, Heavy) Helpful, Knack (Presence of Magic), Terrible (Size), Tough

Druj Corrupted
Angra Mainyu of the Yazata corrupts people with the great lie, the Druj. Legendary creatures and divine
beings who buy into his corrupting force become Daevas, while mortals are simply corrupted into his
followers.
Druj Cultist (••)
Druj corrupted mortals are cultists to Angra Mainyu but will serve any of the Daevas or Titanic Scions of
the Yazata. At Hero Tier, a Scion is likely to have one or more cultists fawning over them and eager to do
their bidding.
Tags: Archetype (Entourage), Access (government institutions), Defensive
Daevas (•••)
Sometimes Titans in their own right, these powerful beings only align themselves with other powerful
beings. At Demigod Tier, a Scion may find one or two Daevas who are willing to lend them aid.
Tags: Archetype (Consultant), Knack (Somebody’s Watching Me), Terrible (Intellect), Tough

People of Wood (•)


Made by the K’uh Gods with the help of their Primordials, the people of wood were literally carved from
trees to populate the World. Their ties to the plants who gave birth to them gave them reverence for
Vucub-Caquix, who told them he was the sun. Their loyalty was punished with a violent flood and curse.
Vucub-Caquix rounded up the few survivors and offered them a chance for revenge. Their ultimate
loyalty is always to Vucub-Caquix, but they follow any of his children or those who offer revenge against
the K’uh who decimated them.
Tags: Archetype (Consultant), Knack (Innate Toolkit)

Guides
Guides are investitures of a God’s blessing upon their children in physical form. They may be Legendary
creatures, mystical entities, lesser Gods, or even Heroes or Demigods themselves who have agreed to
guide a God’s Offspring through their journey. Guides are powerful entities in their own rights and act of
their own will, though they support and sympathize with their charge, as they are duty-bound to do.

Ankou (•••)
Many of these skeletal titanspawn roam Britain and France. Some have been subverted by Orgos, bound
to bring him souls of the dead in hopes of breaking the bindings that hold him to the Wheel. These
corrupted Ankou serve the Nemetondevos Titan and his Scions. As guides, the Ankou are mostly
concerned with the dead and dying and are experts on the matter of death. They can advise in great
capacity on this one limited subject. Beyond that, they excel at spotting newly dead souls, as they are
charged with bringing them to their patron.
Asset Skills: Occult, Science
Guide Stunt (2s): A newly dead soul comes to your aid for the rest of the session. This soul is controlled
by the Storyguide but will answer any questions about itself or things it can reasonably know about
freely. It’s not obliged to tell the truth, but only lies about personal secrets. Additionally, it may perform
simple tasks for you, such as spying, listening in on a conversation, or scaring a foe. Treat this soul as an
Antagonist with the Rival template.
Purview: Death

Coffin Crocodile (••)


The Balahala’s psychopomps are great crocodiles with tombs or coffins on their backs. The tales Tagalog
and Visayan people tell about them don’t do justice to the truth of these powerful beings.
The Coffin Crocodile is both larger and more deadly than its mortal counterpart. They’re diligent workers
who attack living humans, forcing them into the coffins on their backs and dragging them into the
Underworld they’re destined to eventually inhabit. The crocodiles don’t care whether it’s the mortal’s
time or not: their duty is to stuff human beings into tombs and carry them to the afterlife. Whether the
mortal is alive or dead is somebody else’s problem.
As Guides, these creatures offer the knowledge they have gained over eons of service to the Balahala.
They have seen innumerable souls depart this world and every possible bodily affliction or cause of death.
They know the way — in fact they know all the ways — between the Realms of the Balahala, and many
secret paths to other Realms.
Asset Skills: Medicine, Occult
Guide Stunt (1-3 successes): Gain an Enhancement equal to successes spent on your next roll in the
current scene to discover the location of an Axis Mundi or gain access to one.
Purview: Death, Journeys, or Wild, chosen when this Guide is purchased

Living Flame (•)


Moloch’s titanspawn appear as colossal pillars of flame that walk on legs and grab with hands. They
aren’t likely to be of much help in a social situation but these titanspawn can imbue their charges with the
power of fire, giving them a fearsome mien. Some of these titanspawn have commanded armies, but most
have little to offer other than brute strength and a glee for setting all flammable things alight.
Asset Skills: Athletics, Close Combat
Guide Stunt (3s): You take on the aspect of fire for the rest of the scene. Gain +1 Social Scale for
purposes of intimidation or coercion. In combat, anyone attacking you suffers a 3 Complication. If not
bought off, they suffer one Injury as the fire burns them.

Si Muran and Si Ginarugan (••••)


These two Balahala Titans work directly for Si Siburanon. Together, they gather up the dead in Kanitu-
Nituhan and act as prison guards for them. Their reward is to eat the dead once their nine lifetimes of
labor are done, so they have a strong incentive to keep the souls from escaping. Their job is not taxing,
and both occasionally leave the Underworld for a break or to do Si Siburanon’s bidding elsewhere. Where
one is, the other isn’t far behind, and the two are nigh inseparable.
If one of Si Siburanon’s Scions is lucky enough to have one assigned as a Guide, the other is just as likely
to help or answer when called upon. They’re not permanent companions, though. They have souls to
mind. And devoour.
Asset Skills: Close Combat, Leadership
Guide Stunt (1s): Use this Stunt after taking an action against a target using one of the asset Skills. The
giant holds them in place either physically with a hand, or socially with a freezing stare. The target cannot
take attack actions against you, nor can they take any movement actions until the end of their next turn.
Callings: Guardian
Purview: Death

Storm Dogs (••)


These large hounds are literally made of storm-stuff. The only sign of their immaterial nature is a haziness
at their edges as though they might drift apart at any moment. These creatures serve Imdugud and Titanic
Scions of the Annuna. They carry Imdugud’s affinity for storms and can create lightning with a bark and
electrocute with a bite. As guides, they tend to serve in a protective role, keeping Scions out of trouble
and watching their backs.
Asset Skills: Firearms, Technology
Guide Stunt (3s): Create an electric spark that jumps from you to a single target. If the target is living,
they take an Injury Condition and cannot take a move action on their next turn. If this target is a piece of
electronic equipment, you can choose to make it start up or stop functioning immediately. The equipment
remains in this state for the rest of the scene.

Tikbalang (••)
These mischievous creatures are both tricksters and guardians of forests and mountains. They play pranks
on travelers to confuse them and lead them astray in the wilderness.
Tikbalang have human torsos and arms, combined with the, head, lower body and legs of a horse. Their
traits often draw comparisons to the centaurs who serve the Theoi, but tikbalang are much taller, and
bipedal.
The only way to tame a tikbalang is to acquire the thickest of the spines that grow along their back and
use it as a talisman to control the creature. Fortunately, the Balahala don’t always make their Scions work
that hard to acquire a tikbalang as an ally. They sometimes simply assign them as guides through
dangerous territory in the World or further Realms.
Asset Skills: Empathy, Survival
Guide Stunt (1-3 successes): Gain an Enhancement equal to successes spent on your next roll to see
through trickery or illusions.

Realms
Demigod-Tier characters who spend a significant amount of time in a Terra Incognita can become
Fatebound to it, gaining access to the following Birthrights (Scion: Demigod, p. 139).

Matholwch’s Ireland
This Terra Incognita is an Otherworldly echo of Ireland. In it, Matholwch rules as king and God. His rule
brings untold wealth and prosperity to the Denizens of the Terra Incognita, but it also reflects his brutal
nature. The Denizens are all fiercely loyal to him, and the land reflects his endless mood changes.
Whenever Matholwch is angry, the weather turns dreadful and the Denizens become unruly. When he’s
happy, the sun shines and the Denizens are nothing but helpful and kind.
Unruly Temperament (Realm) ••
Just like the Realm you are Fatebound to, your mood shifts at a moment’s notice. The mood shift affects
those around you, permeating your surroundings in a subtle manner. Your sardonic smile might send a
whole coffee shop into catty discourse, and a flash of anger in your eyes might make the crowd around
you more likely to shout when jostled.
Marvel: Upheaval (Passion)
Special: Your attitude shifts quickly, making it hard to pin you down. Attempts to shift or read your
attitude suffer a +1 difficulty.
Knack
Call the Horde: You can drum up an army at your whim. You must sound a call (through whatever
method you choose, a cellphone is as good as a warhorn) to call forth a group of Followers with a number
of tags equal to your Fatebinding rating with the Realm. They always have the Mob tag for free. They
stay for the scene, or until they complete the task you have set them, whichever ends first.
Realm Effects
Motif: None shall separate us from our home.
Requirement: The Scion must attend Matholwch’s court once a season to gain access to their associated
Birthrights.

The Court of Stars


The Bogovi talk about the World Tree as a spreading oak with many branches, leading to the various
Realms and Terra Incognita that the various members of the Bogovi have carves out for themselves.
Within the highest of branches lies the secret Strange Place wherein the Zorya reside, called The Court of
Stars. Here, the Sister-Stars maintain the order of the cosmos, the rising and the setting of the sun, and
also act as a refuge for any Scion, God, or Titan who have been placed among the stars in the sky (such as
Attar, the Morning Star of the Wadi). To the Zorya, all the stars in the sky are welcome in their realm,
which may as well be a deep pool that reflects the light of the Milky Way back up at it.
The only structures within the realm are three thrones, upon which the Zorya sit until it is their time to
move the sky, meaning there is usually one throne empty at any given time. If one is lucky enough to be
present when all three are seated, one can ask a favor of the Zorya which they are bound to oblige.
Knack
Seeing Stars: The brightest stars in the sky are still millions and millions of miles away, but you can still
use their light to your advantage. Any source of light at hand (a lighter, a flashlight, or a cellphone) can be
made to shine with the light of a thousand stars, causing opponents to suffer a 2 Complication to any roll
requiring sight. Opponents who don’t buy off the Complication are dazed and suffer –2 Defence until
they spend a whole round with their eyes closed, taking no actions (even reflexive ones).
Realm Effects
Motif: Fly me to the moon and let me play among the stars.
Requirement: The Scion must perform a favor to the Zorya once per season to maintain their connection
to the Realm. If they fail to do so, the path to the Court of Stars is closed to them until they can make
amends.

Zipacna’s Lair
When Zipacna was buried beneath a mountain, he did not simply lie under rock and rubble for thousands
of years until his eventual return. His divine presence seeped into the land around him and morphed it into
a Terra Incognita. There he lived, in a prison somewhat of his own making until he could open a pathway
out into the World. This cavernous land is a vast, buried dwelling filled with mystical subterranean
creatures and gold-flecked walls.
Zipacna’s Tooth (Relic) ••
This spear is made of solid stone, inlaid with gold. It is crafted from one of Zipacna’s teeth and is the key
to this Realm.
Purview: Epic Strength
Motif: Through might alone I prosper.
Enhancement: 1 for melee attacks
Tags: Lethal, Melee, Reach
Eyeless Caiman (Creature) •••
These mystical creatures are the Offspring of Zipacna born in the lightless Realm beneath the mountain.
They are larger than normal caimans and see just fine without eyes. They are sapient creatures with a
penchant for showing off their strength, just like their father.
Qualities: Regeneration
Flairs: World Shaking
Realm Effects
Motif: These walls cannot hold forever.
Requirement: As per the Fatebound Condition.

Relics
An integral part of any Scion’s regalia, Relics are the items, weapons, and armor that are extensions of
their divinity. Relics marked as Demigod, Legendary, or Mythic require the wielder to be at least
Demigod Tier. When used by a lower Tier character, •-•••• Demigod Birthrights temporarily lose one of
their abilities, and ••••• Demigod Birthrights lose two.

Compass of Winds (•)


Yam’s Scions know how to weather storms and the swirling dark depths of the sea. This compass is made
of solid brass with crystal fitted over a pearlescent face. Its needle points true when used, but otherwise it
sways gently as if caught in a breeze.
Enhancement: 1 to navigation and sea travel
Knack: As a simple action, call upon a driving wind that aids your movement and hinders your
opponents. Gain +1 Speed Scale for travel until you reach your destination or the end of the session,
whichever comes first. Additionally, impose a +2 difficulty to anyone trying to follow you.

Death Shroud (•••••)


When Aži Dahāka asked Anahita and Vata-Vayu for the power to cause death, they refused. Instead, he
went in search of his own way to depopulate the World. Though he never reached that goal, he gained a
great deal of power over death and the dead. His white shroud confers the ability to not only speak to
spirits and ghosts, but to command the dead.
Purview: Chaos, Death
Motif: Speak and do as I command.
Enhancement: 1 for all actions when worn
Knack: You may command a corpse to speak so long as it has been dead for less than four days. It speaks
as though it were still alive, and remembers everything up until the moment of its death. If this death was
particularly painful or gruesome, it may not remember all the details perfectly as it avoids remembering
the pain.
Knack (Imbue 1 Legend): You may bind a powerful spirit to your will. It uses the Nemesis template
with the Incorporeality Quality and any 3 more Qualities and 1 Flair decided by the player and Storyguide
together. The spirit must attempt to follow any commands you give it to the best of its ability. If a
command would endanger its existence, it may resist, using its secondary pool against the your Legend as
the difficulty.

Domovoi’s Digital Hearth (••)


In the old days, a Domovoi was a household spirit who attached itself to a particular lineage. Wherever its
family moved, no matter how great the distance, the Domovoi moved with them — acting as a spiritual
chatelaine and ensuring hearth and home were protected. In the modern World, the Domovoi Company
app allows Scions to summon a Domovoi to any lodging to act as an additional layer of security.
Motif: There is no place like home, and home is where the hearth is.
Enhancement: 1 to Survival rolls
Knack: You can spend 1 Momentum to have the Domovoi’s Digital Hearth act as a 3-dot Follower until
the end of the scene. The Follower temporarily gains: the Consultant archetype, the Defensive and Helpful
tags, and the Knack A Fortress (Scion: Hero pg. 225).

Golden Death Mask (••)


These masks, previously used in burial rites, have evolved with time to address the needs for the wearer to
communicate with the spirits that surround them.
Made of thinly beaten sheets of yellow gold, these masks were used by Ancient Visayan peoples in their
burial rites and to ward off evil spirits. It normally consists of two pieces: a golden cover for the eyes that
resembles a modern sleep mask, and a nose plate. Both are intricately designed to resemble human
features. The ghosts in the area recognize the wearer of a Golden Death Mask as someone who can be
communicated with and their attitudes may vary depending on the nature of the spirit.
Although the mask’s eyes are completely covered by golden plates, the wearer’s vision is not obscured.
Motif: Unclean spirits now take heed.
Enhancement: 2 when attempting to intimidate or scare off negative or evil spirits
Knack: This Relic grants you the ability to see and communicate with ghosts in the area.

Fragment of the Third Moon (•••••)


Although Bakunawa is said to have swallowed the first six moons whole, when the great Moon Eater
approached to swallow the third moon a slight miscalculation was made in its size. When Bakunawa
unhinged their jaw, their fangs scraped slightly against the target of the serpent’s desire. The fragment fell
to earth, unbeknownst to Bakunawa in their moment of ecstasy and distraction.
This fragment is the most potent remnant of the Third Moon, and though it is small enough to fit in the
palm of a mortal’s hand, its light is still enough to grant incredible power to the one who possesses it.
Against Bakunawa and creatures like the great serpent, the Fragment remains one of the few weapons that
pose a significant threat. The Moon Eater and their servants will surely want it for themselves should they
ever become aware of its existence.
Purview: Moon, Stars
Motif: Even in Darkness, Hope Persists
Enhancement: 2 for general actions taken at night, 3 when you attempt an action against a serpent,
lizard, or associated creature or person (e.g., one with the Beasts (Serpents) Purview)
Knack: You can use the Heaven’s Fire (Scion: Hero p. 251) Boon so long as they have the Fragment on
your person.
Knack: You can absorb all light in the area out to a Long range band into the Fragment of the Third
Moon until the end of the Scene. This causes the Fragment to glow faintly as the only source of light.
Flaw: The Fragment’s abilities, Boons and all marvels channeled through only work at night, under the
light of the remaining moon.

Green Man’s Mask (••, Nemetondevos)


Crafted from leaves of the greatest oak tree in all the land, in the days of old this mask allowed its wearer
to move unseen through the forests, blending in with the foliage and trees as though they were born to it
like a nymph. In more modern days, it has taken form as a balaclava with a very specific oak-leaf logo
embroidered at the back. When worn in wooded terrain, its user can pass through unseen, leaving no trace
of their presence.
Motif: You can’t see me, from the forest to the trees.
Enhancement: 2 to Stealth Rolls in an area with any trees or plants

Guatauba’s Drums (••)


This Bomba Barrel drum is expertly crafted from a smooth, aged, oak barrel and a taut head made of
rawhide from a shark. The deep sonorous notes it produces echo loud and clear, causing vibrations deep
in the bones of anyone listening. When activated, they create the crack and peal of thunder rolling across
the sky, loud enough to deafen.
Enhancement: 1 to actions to intimidate others
Knack: When playing the drums, you can create a thunderous boom that resonates for long distances.
Any enemies within Long range of the drum must make a difficulty 2 Integrity + Composure action to
remain in the area rather than fleeing. This check is made with a Complication (3c), which if not bought
off prevents the enemy from taking aggressive action against you.

iBaba (•••)
A food processor and blender that has the power to blend even the toughest of ingredients, as inspired by
the old sorceress herself. In the spirit of “Will it blend?” videos posted on the internet, but with a twist of
magic, any object of value placed into the blender with the desire to create something helpful (or harmful)
can be transmuted into something needed by the party. In a worst-case scenario, it can be used as a
thrown weapon, though doing so might gain the ire of Baba Yaga’s marketing team for improper usage.
Purview: War
Motif: Mixing things up is the spice of life.
Enhancement: 1 to Close Combat (Improvised Weaponry)
Knack: By throwing any assortment of items (bullets, knives, rocks, what-have-you) into the iBaba, it
will produce an item that gives +1 Enhancement on tasks related to its purpose (e.g., a knife provides +1
Enhancement to cutting things). The created item lasts forever (or until someone breaks it), but the items
used to create it are gone forever.

Kikimora’s Needle (••••)


The original Kikimora’s Needle was, in fact, part of the house-spirit’s own sewing kit — a needle that
could stitch together anything from old clothing needing a refresh, to a destiny in need of a few
alterations. Nowadays, one can purchase a sewing machine with the Kikimora’s signature needle,
allowing the masses to — in their own way — alter their destinies. To what degree destiny can be altered,
who can say, but many find the idea of such more enticing than the potential drawback of snags — or
worse, a ruined pair of slacks.
Purview: Fortune
Motif: Changing destiny, stitch by stitch.
Knack: By spending a point of Momentum, you can re-roll any failed roll — but must accept the
outcome of attempting to hoodwink Fate.

Knuckles of the Mountain (••)


These brass knuckles have polished stone along the palm that radiate warmth when held. Cabrakan’s
children often gain a modicum of his strength, but these knuckles make overwhelming an opponent
child’s play.
Demigod
Purview: Epic Strength
Motif: Inner strength given physical form.
Enhancement: 1 to unarmed attacks
Tags: Brutal, Grappling, Lethal
Knack: The cost to purchase all Grapple Stunts is reduced by 1 success, to a minimum of 0.

Rainbow Pinutí (•••)


Originally crafted to be a farming implement, the Pinutí has grown to be a widely recognizable blade
across the World. When farmers sharpened the blades, the dark coloration of the blade would give way to
a new shine and polished look. This made the blade appear clean and white. Thus, the origin of the name.
The Rainbow Pinutí however shines a multicolored hue that betrays the name of its mundane counterpart.
The blade has been blessed by Barangaw, and much like the rainbow that marks their blessing in the sky,
the Rainbow Pinutí grants the wielder luck and good fortune in battle.
Wielders of this blade quickly find themselves with the upper hand in combat, with enemies clumsily
leaving openings for a strike, their own weapons falling short in their strikes, or losing their grip on their
weapons unexpectedly.
Purview: Fortune
Motif: “The Blessings of Barangaw will grant me victory”
Enhancement: 2 against trivial foes
Tags: Lethal, Melee, Versatile
Knack: You can utilize the Disarm Stunt (Scion Origin p. 116) for a single success rather than the usual
two.

Rainmaker Staff (••)


Coatrisquie gifts his Scions this staff which holds a fraction of his ability to create flooding rains. The
staff is made of solid kapok wood polished to a shine. The top of the staff is tipped with smoothed coral.
Enhancement: 1 to attacks with the staff
Tags: Lethal, Melee, Reach
Knack: As a simple action, call down torrential rains that flood the area. Create a Field Complication (3c)
that affects attempts to move or take physical actions. Anyone who fails to buy it off suffers under the
sudden deluge; you choose whether they are swept two range bands away, go underwater and lose their
next move action, or suffer an Injury Condition.

Rosmerta’s Cornucopia of Peace (••)


Known for her blessings of fertility and abundance, Rosmerta is a lesser-known Goddess among the
Nemetondevos (some would argue she’s Theoi, but that’s beside the point) who welcomed all to her table
in the name of peace. She has seen war tear apart communities, and in an age where relationships are
more cordial than they were back when the Nemetondevos held a corner of the World, she knows that
there is always a need to someone to gently remind others of the simple act of breaking bread with one’s
enemies is a surefire way toward peace.
Motif: Set the table, and set aside your grievances
Purview: Prosperity
Knack: When gathered at a table where Rosmerta’s Cornucopia is placed, the attitude of those gathered
are greatly improved. Tensions are released, and when bread is broken whatever issue was at the center of
a conflict is resolved peaceably. Using the cornucopia sets the atmosphere in a scene to 0.

Rusalka’s Reflection (•••)


Taking any form from a physical mirror to the camera app on a phone, Rusalka’s Reflection reveals its
subject’s true form, dispelling any illusion or magical enchantment — which is of great assistance when
dealing with a Rusalka in person. The premium version of the app promises to allow you to change your
own appearance (not a guarantee).
Purview: Deception
Knack: For a single scene, you can use the mirror for divinatory purposes, much like scrying — allowing
them to glean some potentially helpful information. Ask the Storyguide one question they must answer
truthfully.

Scionheiser X-Series Wireless Microphone (•••)


Unlucky Mercenary, the disputed Master of the Mic (p. XX), has a microphone so powerful that it not
only does it not need to be powered or plugged in, neither does anything else in the area, if she chooses.
Purview: Artistry
Motif: Brazenly brutal bass bolstering beautiful bombasts
Knack: Electronic devices you select within Short range function as though they were fully powered.
Additionally, you may take a +2 Difficulty to actions requiring secrecy or stealth for the remainder of the
scene to reroll a failed Technology action. This reroll gains a 2 Enhancement and cannot result in a botch.

Tears of the Moon (••)


When Bakunawa swallowed the six moons out of the sky, pieces of them broke off and fell to earth.
These shards of the moon remember their place in the celestial sky, but can never return. Instead, they
know only the darkness of Bakunawa’s stomach. These moon tears can be fashioned into jewelry,
fastened onto weapon hilts, or worked into inlays for other devices. They confer their mystical properties
into whatever they are forged into.
Demigod
Purview: Darkness, Moon
Motif: Forged in darkness.
Enhancement: 1 to stealth actions

Volcanic Amulet (••••)


This amulet is made from shards of volcanic glass that shines with the inner red glow of still-molten
magma. This amulet confers on its wearer protection from the immense heat that created it.
Purview: Fire
Motif: The heart of the volcano rumbles.
Enhancement: 2 to Athletics actions to avoid flames
Knack: You may ignore all Complications from fire-based effects, such as Field conditions, hazards, or
Injury Conditions.

Windcutter (•••)
Karen Jamison, Scion of Juracán, carries with her a blade made of the silence of the eye of a hurricane.
This blade is razor sharp and invisible to the eyes of mortals.
Demigod
Purview: Sky
Motif: The calm belies the fury of the storm.
Enhancement: 2 to attacks made with the sword.
Tags: Aggravated, Lethal, Melee
Knack: As a simple action, you create a blast of wind that can knock down opponents out to Short range.
All opponents suffer a Complication (4c) on their next action, failure to buy it off knocks them prone.

Mythic Legacies
As a Scion grows in power from Origin all the way to God, their Birthrights take this journey with them.
While they may start with a Relic gifted by their divine parent, when they ascend to Demigod they can
forge their own Relics. When Scions craft new Relics, they need not take the same path or fill the same
niche as the Relic of the same or similar name. The following Relics show common Birthrights at various
stages of a Scion’s journey. These examples are snapshots at different Legend ratings, meant to show how
a traditional mythological item could take various forms at Demigod, Legendary, and Mythic stages.
They’re not items that evolve with the Scion’s changing Tier, just ideas for how to interpret the Relic’s
concept to suit different Tiers of play.

Arhan’s Breath
Arhan, the black Tengri dragon who hungers for the sun, lives in the dark and brings death and decay
wherever she goes. She charges her Scions with the desire to hunt the sun, and gifts them with various
gifts to bring about their demise. Her breath is one of the most potent such gifts, bringing a noxious gas to
fell the heartiest of foes.

Arhan’s Breath (•••)


Demigod
Purview: Death
Motif: Illness and disease are my sisters.
Enhancement: 1 to actions to overcome poisons
Arhan blew into a yak’s horn, causing it to turn black as pitch in the process. It holds vestiges of her
breath inside, which emerge when someone blows on it.
Knack: You blow into the horn and a green gas emerges which fills the space with noxious fumes.
Anyone other than you who inhales these fumes gains the Poisoned Condition (Scion: Origin, p. 125).
Roll your Knack Skill to determine the poison’s duration (one round per success).

Darkness Bottle (••)


Legendary
Purview: Darkness
Motif: Eternal spaces where the sunlight dares not shine.
Enhancement: 1 to stealth
Arhan’s Scion, Ignatius, caught her breath in a bottle and sealed it with black wax. This breath, pulled
from deep within Arhan’s belly, covets the sunlight still, and consumes light in all spaces around it.
Knack: As a simple action, you activate the Relic which consumes all light in the area. The Field is
plunged into an unnatural darkness, and only those without eyesight or magical ability to see are
unaffected by the change. This imparts a +2 difficulty to all physical actions taken in the Field until the
end of the scene.

Creeping Miasma (••)


Mythic
Purview: Chaos, Darkness
Motif: Deepest darkness births despair.
Enhancement: 1 to causing confusion
Forged from the ichor that surrounded the sun when Arhan vomited it back into the World, this small
trinket can be placed into any other object or item. When activated, the condensed confusion that the
sudden loss of the sun caused is channeled into the area, creating havoc.
Knack: A miasma fills the area up to Medium range and imposes a Complication equal to successes on a
Knack Skill roll on all enemies’ actions. Failure to buy off the Complication causes the enemy to flee in
fear, or attack their nearest neighbor, your choice.

Attar’s Flaming Spear


When Attar pulled the flaming spear from inside their own heart, she created a Relic of immense power.
This spear is capable of piercing the earth, summoning rain, and casting starlight onto the World.

Flame-wreathed Spear (••••)


Demigod
Purview: Health, Stars
Motif: Flames nurture life.
Enhancement: 1 to attacks made with the spear
Tags: Aggravated, Lethal, Melee, Reach
This spear is made from heatless blue flames that shine like a star lighting up the night. Its haft is cool to
the touch, and its head is wreathed in licking fire. Despite its fierce appearance, the weapon brings life
and succor to those in need.
Knack: You can stab the spear into the earth to create life-giving water that heals one Injury Condition
per person who drinks from it. This flow lasts for the rest of the scene, or until you remove the spear from
the earth, at which point the water immediately dries up.
Knack: Ignore up to 3 Complication from fire located in the same Field as you.

Star Needle (•••)


Legendary
Purview: Fire, Stars
Motif: May the stars always guide my way and light up my night.
Enhancement: 1 to divination and navigation actions
This sliver of Attar’s star spear is too small to be used as a weapon. It is worn as a pendant or held in the
palm of the hand. It allows the user to seek Attar’s guidance.
Knack: As a simple action, the character can spend 1 Momentum and look to the stars for guidance. Ask
the Storyguide one question about a current situation, character, or mystery and they must answer
truthfully. If the character is outside under the stars, they may ask two questions.
Flaws: The user must hold the Star Needle in their hand to activate its abilities.

Najm (•••••)
Mythic
Purview: Fire
Motif: The fire of destruction rages within.
Enhancement: 1 for attacking with the spear
Tags: Aggravated, Lethal, Melee, Piercing, Reach, Shockwave
The spear’s tip is wreathed in white hot flames that burn anything they touch, setting kindling and people
ablaze with equal ease. It launches gouts of fire which spray across the land burning anything in their
way.
Knack: Gain access to the following Stunt when making an attack action with the spear.
Blaze (3s): Set the target ablaze with fire. This confers a +3 Complication on any action they take other
than trying to put themselves out. If they fail to buy it off, they suffer an Injury Condition.
Knack (Imbue 1 Legend): You may make attacks out to Long range with the spear, using all its normal
tags and gaining the Pushing tag.
Flaws: This flaming spear is larger than life, making it impossible to disguise.
Requirement: To fully unlock the legendary power of Najm, the user must first pierce their own flesh
with the spear’s tip, mimicking Attar’s own sacrifice when she made the Relic.

The Dream Smith’s Tools


The Dream Smith crafts dreams, wild and weird, for all of humanity. The tools of his trade are many and
varied, allowing him to craft with the utmost precision and grace.

Lathe of Dreams (••••)


Demigod
Purview: Darkness, Forge
Motif: As perfect as the mind’s eye.
Enhancement: 1 to Relic crafting
This lathe is used to craft the physical components of dreams, building strange landscapes and homes to
remind dreamers of a place both familiar and yet totally foreign. Smaller objects crafted with the lathe are
so realistic that they can be used within the World.
Knack: You summon a dream object into the World with a simple action. This object must be no larger
than Size 1. If the object is from your own dream, gain 2 Enhancement for its intended purpose. If the
item comes from someone else’s dream, the Enhancement also applies to social influence actions against
the person whose dream it comes from.
Dream Spark (•)
Legendary
Purview: Darkness
Motif: Within dreams, I rule all.
The Dream Spark is a small amulet made of silver and gold which glows with an inner light of rainbow
hues. The Scion can use it to access a person’s dreams and manipulate them to their whims.
Knack: You may make a social influence action on a target using a Knack Skill. If successful, the target
immediately falls into a trance, experiencing a dream of your choosing. If attacked or moved, the trance
immediately ends.

Ephemeral Blade (•••)


Mythic
Purview: Darkness, Order
Motif: Where dreams are laid, and nightmare dread, no mind will bar my tread.
Enhancement: 1 to attacks
Tags: Lethal, Melee, Piercing
This long, thin blade made of gossamer strands of dream itself was forged by the Dream Smith’s Scion,
Lucius. Through his journey, he learned to cut through the World and into dreams. He forged this ability
into the Ephemeral Blade, which cuts through ephemera as well as flesh.
Knack: Gain the following Stunt on an attack:
Dream Extraction (3s): You cut into the target’s psyche spilling their dreams and aspirations into the
World. You learn their greatest fear, their greatest hope, and their greatest triumph. As their dreams come
spilling out, they lose their own motivations gaining the Unmotivated Condition. They suffer a +1
difficulty on all actions until the Condition is dealt with.
Knack: As a simple action, you may cut a space between the World and a dream, allowing you to
physically step into the Dream Smith’s Terra Incognita. The door stays open for as long as the blade
touches the edge. Any number of people can pass through the door, but as soon as the blade leaves the
door’s edge, it closes. The blade cannot be used to cut back into the World from this Terra Incognita.

Efnisien’s Strife
Efnisien is well known for his violent social upheavals, deliberately causing social strife and turmoil in
malevolent ways. His Scions are able to tap into that ability, using Relics that disrupt social order
regularly.

Vestments of Chaos (•)


Demigod
Purview: Chaos
Motif: Peace is a privilege few deserve.
Enhancement: 1 to social interactions
Reese Bowen, Scion of Efnisien, created this garment to aid in social situations. Following in her father’s
footsteps, Reese was most interested in creating social turmoil wherever she went. These rainbow-colored
clothes create an oppressive air, putting people on edge and making them likely to act irrationally and
erratically. Reese would often don the vestments to wear to parties and large social gatherings as she felt
it livened them up.
Knack (Imbue 1 Legend): Create an atmosphere of oppressiveness and suspicion rated at negative 2. If
the atmosphere in the area was already aligned with this atmosphere, rate it at negative 3 instead. This
atmosphere never affects the wearer of the vestments.

Lost Cellphone (••)


Legendary
Purview: Chaos, Fortune
Motif: I love stirring the pot.
Enhancement: 1 to social interactions
This cellphone is a chameleon, allowing the Scion carrying it to morph it into a replica (make, model,
decorations) of any other cellphone they have seen. Specifically, the Scion can use it to duplicate a
cellphone belonging to someone else, and place completely fake but horribly incriminating evidence of
wrongdoing on it. Or, if they’re feeling a little less like destroying someone’s reputation that day, they can
just return it to the apparent owner and make a temporary friend.
Knack: If you return the cellphone to its “owner”, immediately improve their attitude towards you by one
step. If they still have a negative Attitude towards you afterwards, treat it as positive 1 for the next social
influence action you take against them.

Traitor’s Amulet (•••)


Mythic
Purview: Chaos, Deception
Motif: My word is my bond.
This amulet is imbued with Efnisien and his children’s chaotic energy. It allows its wearer to ignore any
social contracts and obligations that would normally constrain them, even shielding them against having
to uphold their Fatebound duties.
Knack (Imbue 1 Legend): For the rest of the session, you can avoid compulsion from any Fatebinding
without suffering the normal negative consequences. Your Fatebound counterpart may react poorly to
being ignored, creating dramatic tension between the Scion and their Fatebinding, starting the next
session.

Māra’s Arsenal
Māra, the King of Illusion, surrounds himself with an arsenal of weapons and devices. Each one serves a
different function and he happily hands them out to his Scions, especially if they might use them on the
Pālas.

Thief of Rain (••)


Demigod
Purview: Fertility, Sky
Motif: May nothing grow, and no rains fall upon your head.
Māra deployed this particular bomb to destroy the Buddha by preventing rain from falling and plants from
growing for twelve years, though it had no effect on the Buddha. Māra’s Scions have replicated such
devices, and though they can be used for destructive purposes, their ability to control rain can be used to
create beneficial effects. Once used, the bomb is destroyed, but the Scion usually finds a Relic (or other
Birthright) of equivalent value in the debris.
The user must either place the bomb on the earth they wish to affect or throw it into the sky to activate it.

Rain Slayer (•••)


Legendary
Purview: Sky
Motif: Rain down devastation.
Enhancement: 1 for ranged attacks.
Tags: Brutal, Lethal, Ranged
This sling empowers anything loaded into it to explode upon impact in a concussive blast. The sling can
fire literally anything that fits in its leather pouch. When cradled inside, the ammunition glows as if lit
from the inside by lightning. Projectiles shot from the sling always look like streaking bullets of light.
Knack: Whenever making an attack with this weapon, you have access to the following Stunts.
Deluge (2s): Call down rain that fills the area and creates a Complication (2c) to anyone attempting to
move. Failure to buy off the Complication results in the character falling prone or taking damage, your
choice.
Desiccation (1s): The area is immediately rendered dry of all water. End any wet weather effects in the
Field and dry up puddles or small pools of water. This cannot be used to dry up large bodies of water such
as lakes or rivers.

Skyfall Dagger (•••)


Mythic
Enhancement: 1 for stabbing.
Tags: Aggravated, Lethal, Melee, Piercing
This dagger is crafted from the remaining shards of the mechanical device Māra used in one of many
attempts to murder Buddha. It contains a spark of the original magic that fueled it, causing rot and ruin in
anything it touches.
Knack: Whenever you successfully damage someone with this weapon (either through Inflict Injury or
Critical Stunts), the wound festers and infects all other wounds the target may be suffering. All the
damage the target has suffered is impossible to heal by any means until the end of the scene.

Ochan’s Divination Tools


Ochan the Vision Serpent sees into the stream of time, preserving the past and glimpsing the future. This
divine duty consumes their time and makes it hard for them to attend fully to any of their Scions. Instead,
they gift their children with tools and Relics capable of guiding them to whatever future Ochan sees fit for
them.

Stingray Spine Needle (•••)


Demigod
Purview: Fortune, Stars
Motif: Prophesy from blood.
This needle is made from the bone of a stingray’s spine. Ochan has blessed many such needles to give to
their children in case one ever needs them. Ochan knows every time one is used, and either sends a vision
to the user, or comes in person to bestow a prophecy.
Knack: As a simple action, pierce your lip, finger, or scalp with the needle. Choose either past or future
upon activation to gain a vision of the space you’re in. You can choose to see any point in the past but can
only choose up to the next scene for visions of the future. If you experience the past, immediately gain a
core clue about the area. If you experience the future, gain 2 Enhancement to all actions dealing with your
vision.

Ochan’s Eye Tooth (••••)


Legendary
Purview: Fortune, Stars
Motif: Time flows in all directions.
Enhancement: 1 to melee attacks
Tags: Brutal, Lethal, Melee
Fashioned from a shard of one of Ochan’s sharp canines, this blade is tougher than steel. Its hilt is
wrapped with a soft blue leather, and it resonates with latent power.
Knack: Gain the following Stunt when making attacks with Ochan’s Eye Tooth:
Phase Shift (2s): Time shifts for your opponent. They reverse and move forward in time in the blink of an
eye. On their next action, they must exactly repeat whatever their last action was, regardless of if they are
in the right position to do so. This might cause them to attack opponents who are no longer in range or
attempt to activate a power they can no longer afford. In these cases, they perform the action to no effect.

Dragon’s Tear (•••)


Mythic
Purview: Fortune, Journeys, Sky, Stars
Motif: The eternal stars know all pasts.
Enhancement: 2 to investigation actions
Forged from the tears of one of Ochan’s Chosen, this teardrop shaped crystal carries the ability to see
through time, the way Ochan does. By casting light refracted through it onto a surface, its user can bring
forth a time from the past and interact with it in limited fashion.
Knack (Imbue 1+ Legend): The light cast from the crystal creates a lifelike image of a scene from the
past (1 Legend for a day, 2 for a week, 3 for a month, and more for longer periods at the Storyguide’s
discretion). You can speak with someone from the past or take an item from the scene into the present.
This interaction cannot change the flow of the past, so you cannot impart information to someone in the
past to save their life or take a key item that is required for major events to pass. Those things still
happen, regardless of your interference. Instead, you can learn perfect information of a past time or obtain
a lost or destroyed item before its demise.

Papatūānuku’s Gentle Guidance


Papatūānuku lies flat on her face never able to see her husband nor feel the winds of her child. Her rage at
this injustice is slow and rolling, the earth itself moving as she heaves her sorrow. Though she protects
the land, she is not above using its power against her enemies.

Earthshaker (•••)
Demigod
Motif: Fear is a fine teacher.
Purview: Earth
Tags: Brutal, Lethal, Melee, Reach
This staff was originally made for Maia, a Scion of Papatūānuku, who embodied the principles of
teaching survival through fear. Made of smooth, polished koa wood, the staff gleams with rich reds and
browns. It can make the ground beneath it shake with a touch. Scions who wield the staff can make the
localized earthquake so specific that it only hinders their enemies. The Legend of the Earthshaker is such
that even the sight of it is enough to cause enemies to run in fear.
Knack: Instead of making an attack on a target, you can strike the staff onto the ground to start an
earthquake at the point of impact. This small, localized quake extends out from you to Medium range and
affects only those selected by you when you use this Knack. The shaking earth imposes a Complication
(3c) on all movement related actions and if not bought off, the character falls prone.
Knack: When making an attack with the staff, you gain access to the following Stunt.
Rubble (1s): The ground heaves rubble at the target, creating difficult terrain in Close range of the target.

Earthen Rod (••)


Legendary
Motif: The earth rises to the occasion.
Purview: Earth
Tags: Brutal, Lethal, Melee
Shorter than a staff, this rod is still made of Earthshaker’s signature koa wood. Scions who wield its
might can bring down mountains around enemies and upend the earth, creating huge craters.
Knack (Imbue 1 Legend): You manipulate the earth in the Field and shape it to your liking. This could
be anything from flattening a hill to creating a trench or wall of stone to creating a passage through solid
earth. If used to create a trench or chasm, it separates the earth for an entire range band. Anyone
attempting to cross it must succeed on an Athletics + Dexterity action to jump across else they fall a range
band to the bottom. If used to create a pile or wall, it acts as Heavy Cover.

Mountain Crusher (•••)


Mythic
Purview: Earth, Epic Strength
Motif: As the volcano, furious and primordial.
Enhancement: 1 for attacks with the warhammer.
Tags: Lethal, Melee, Shockwave
This giant warhammer is made of solid volcanic glass with a koa wood haft. Its blows ripple out creating
shockwaves of earth and shards of volcanic glass.
Knack: When attacking with the Mountain Crusher, you gains access to the following Stunt.
Lava Flow (2s): Lava erupts from the hammer’s head, clinging to affected opponents. This imposes a
Complication (2c) to all actions until the end of your next turn. If not bought off, the target suffers an
Injury Condition.

Ship of Storms
There’s no need to change the basic form of a Relic at different Tiers. Guabancex gave her Scion, Harlan,
a Ship of Storms to ride the waves and create destructive forces on her behalf. His need for a vessel never
changed — a fast ship is an evergreen Birthright — but its capabilities did.
After a while, Harlan grew tired of staying on the water and contemptuous of following his mother’s
orders. He refitted the ship to sail under its own power, forgoing the need for Guabancex’s winds. Now
it’s the fastest seagoing vessel in the World, and probably many other Realms as well.

Ship of Storms (••)


Demigod
Purview: Journeys
Motif: Ride the storm to its completion.
Enhancement: 2 to actions to navigate or sail in a storm or dangerous conditions.
Knack: The ship always sails in the direction the captain directs it, even if there is no wind, or the wind
blows in the wrong direction.

The Salt Spray (•••)


Legendary
Purview: Journeys, Sky
Motif: The storm is my home.
Enhancement: 2 to any actions to navigate or sail in a storm or dangerous conditions.
This top-of-the-line yacht is one of the fastest racing vessels on the water. Not only that, but the vessel’s
connection to the sky allows the user to call down lightning.
Knack: The ship always sails in the direction the captain directs it with Speed Scale +1, even if there is
no wind, or the wind is blowing in the wrong direction.
Knack: While on board the Salt Spray, you gain access to the following Stunt on combat actions or
actions to destroy another ship.
Lightning Strike (2s): Your opponent cannot take any action other than movement on their next turn. If
you targeted a ship, that ship catches fire.

The Salt Spray’s Legion (••••)


Mythic
Purview: Chaos, Deception, Journeys
Motif: Even storms tremble in my wake.
Built like a traditional galleon, the Salt Spray’s Legion is a glistening jewel against any storm-wracked
sea. The Salt Spray’s Legion travels just as well on land as in the water. The ship is renowned for
traversing the most dangerous terrains without issue, and carrying its God between worlds. The Legion
serves as its God’s flagship, and can summon dozens of spectral ships in its wake to carry legions of
troops from one place to another.
Knack (Imbue 1 Legend): The captain may open a portal and steer the Salt Spray’s Legion to any
Overworld, Underworld, or Terra Incognita she has been to before.
Knack: You may ignore any Complications associated with navigating or sailing through hazardous
weather or dangerous waters.
Knack: You can create a phantom fleet that follows in the Salt Spray’s Legion’s wake for the rest of the
arc. These phantom ships are made of mist, but are solid to the touch and can carry thousands of people
for as long as they exist.
Requirement: You must perform a swirling dance, mimicking Guabancex’s chaotic gyrations that whip
up furious storms, before you can activate any of this Relic’s Knacks or Purviews.

Antagonists
The following Antagonists can be used in any level of game from Hero to God.

#FuckTheTheoi
The World was abuzz when the first photo of an old Roman temple with the hashtag “#FuckTheTheoi”
first hit Nymphstagram. From there it spread like wildfire across social media. Some people were
outraged by the blatant disrespect for the pantheon while others cheered for putting them in their place.
While the Mumblr community debated the merits of the hashtag — with plenty of artistic illustrations —
Nymphstagram was home to thousands of copycat acts of vandalism. As with many movements on social
media, people with anti-deity agendas co-opted it to include other pantheons. People vented their anger
and frustration toward all Gods. Then a user named DC dropped the first video.
It became a call to action. A figure masked in darkness prompting people to lash out against the Deep
State run by Scions in order to keep regular people down. The first report of a dozen angry mortals
assaulting a Scion hit the news within the hour. DC hasn’t dropped a video since, relying on coded
messages — or sometimes just mortals’ determination to see messages where none exist — to convey
information to the citizens of The World through intermediaries. DC’s drops promote the idea Titans
don’t exist and Gods create titanspawn to give the illusion of Scions protecting humanity from a greater
evil.
Most of humanity dismissed the new agenda #FuckTheTheoi movement as nonsense. Of course, Titans
were real, no the Gods don’t create titanspawn to make themselves look better, Scions exist to help
mortals not to rule them (even if some of them are assholes). But enough people pin their misfortune on
divinity and need someone to blame for their lives not amounting to everything they hoped, that a
substantial number believed the DC drops spoke the truth and found purpose in #FuckTheTheoi. The
hashtag didn’t change their feelings about divinity. It showed them they aren’t alone, and together they’ve
become emboldened by #FuckTheTheoi to act. These people are tired of living in fear of the Gods and
their children. It’s time for Scions to be afraid of humanity.

Archetype: Professional
Qualities: Institutional Disbelief, Slothful Resilience, Swarm
Drive: Put an end to the “Scion Menace” once and for all.
Primary Pool (7): Improvised weapons, Social media tantrums
Secondary Pool (5): Holding to their beliefs, Drawing a lot of attention.
Desperation Pool: 3
Health: 2
Defense: 2
Initiative: 5
Absconded Captives Acquisition Bureau
Si Siburanon put a lot of effort into capturing and putting souls to work in Kanitu-Nituhan. Si Muran and
Si Ginarugan keep the place from collapsing on itself and keeping out pesky Scions who want to free the
souls damned to toil endlessly as they did in life. Despite their sterling efforts, occasionally a soul breaks
free of Kanitu-Nituhan. Even as the Underworld grows more overcrowded by the hour and Si Siburanon
is forced to think up new ways to manage and occupy his charges, he can’t simply let them leave. That
would be a dereliction of duty. Fortunately he has The Bureau to go and reclaim them.
Officially known as the Absconded Captives Acquisition Bureau, The Bureau is made up of souls of the
dead who instead of laboring in the afterlife, hunt down any captive souls who manage to escape their fate
and oversee other souls performing actual labor. Few souls manage to escape Kanitu-Nituhan, though
there are more now than there once were, and members of the Bureau spend most of their time harassing
captive laborers over petty violations of Si Siburanon’s rules. They claim their purpose is to protect
fellow residents of the Underworld although they beat up far more souls than they ever help.

Archetype: Mythic
Qualities: Group Tactics, Physiological Void
Flairs: Divine Command
Drive: Bully captive souls destined to perform nine lifetimes of labor. Hunt down
escaped souls.
Primary Pool (8): Fighting outnumbered opponents, Tracking escaped souls.
Secondary Pool (6): Good Cop/Bad Cop-style interrogation, Planting evidence
Desperation Pool: 5
Health: 4
Defense: 4
Initiative: 5
Extras: Members of The Bureau are Tier 3 entities with a target number of 7.
Apaosha
One of the many Yazata Daevas who make up the storied Titans and titanspawn associated with Angra
Mainyu, Apaosha is associated with drought and the opposite of thriving and often fights against Tishtrya.
The creature appears as a black horse with jet black mane and tail. It spreads suffering and a general sense
of malaise wherever it goes. The demon is responsible for droughts, the loss of fertility, and worsening
health all across Iran, Iraq, and Syria. While the Daeva normally resides in Druj-Demánæ with the rest of
the evil and wrong-thinking creatures, it makes frequent trips to the World in hopes of finding one of
Tishtrya’s Scions or an Avatar of the God himself to fight and kill.
Apaosha seeks out Titanic Scions to lend his aid, and might act as a Guide for them if they simply ask.
Otherwise, it despises the Yazata the most, but will go after any Scions, Demigods, or Gods that influence
growth, health, or fertility.

Archetype: Avatar
Qualities: Apocalyptic Presence, Diplomythic Immunity, Dominion (Death), Mystic
Arsenal, Tough as Nails
Flairs: Plague Touch, Reflect Intent
Drive: To stop health and growth, causing drought.
Primary Pool (10): Ending lives, Spreading sickness
Secondary Pool (8): Biting, Kicking
Desperation Pool: 6
Health: 6
Defense: 5
Initiative: 5
Extras: Apaosha is a Tier 3 character and its target number is 7. Apaosha’sMystic
Arsenal is a magical lash that gives it the Purview of Health.
Ballyhoo Slate, Who Wants to Be Seen. Scion of Ratī, Aratī, and Tṛṣṇā
If the doctrine of no-self is central to Buddhism, Ballyhoo Slate is the embodiment of self. Ballyhoo takes
the teachings of the Buddha, subverts them enough to confuse the general populace, and shares his videos
to his millions of Nymphstagram followers. Between his franchised meditation seminar, martial arts
studios, and self-help books, Slate’s done more harm to the religion through false presentation than the
combined work of his divine mothers — much to the pleasure of his sister, Swalpa Agarwal (p. XX)
While his online presence is best summarized as toxic positivity, when the cameras are off it’s a different
story. Ballyhoo is abusive to his staff, rude to service workers, and manipulative in dealings with anyone
with something he wants. Inflicting suffering and promoting desire are his specialties.

Archetype: Mythic
Qualities: Center of Gravity, A Thousand Ships
Flairs: Beauty Like Sugar, Lead Astray, Mastermind
Drive: Lead people to false Buddhism, Make everything about me
Primary Pool (8): Lying with a smile, Social Media
Secondary Pool (6): Deflecting accusations, Turning Lewks
Desperation Pool: 5
Callings: Lover, Trickster, Tyrant
Purviews: Beauty, Deception, Passion (Obsession)
Health: 4
Defense: 4
Initiative: 5
Extras: Ballyhoo is a Tier 3 entity with a target number of 7.
Cas Athens, Scion of Attar, The One Who Got Away
Raised as a member of the Wombyn of the Moon-Water (see p. XX), Cas (he/they — though he didn’t
use their current name or pronouns then) spent most of his life working hard on the cult’s stronghold in
rural Oregon. They learned how to make soap, deliver a lamb, pluck a chicken, and — eventually —
when the cult needed him to, they learned how to use a computer so they could take over propagandizing
for the cult.
Cas’s mothers put a straitjacket around his mind and it proved hard to break out. At first, Cas sank
themself deep into radfem Nymphstagram and Mumblr, arguing bitterly with trans people over the
damage they’d been taught those trans folx do to “lesbian spaces.” The more he read, the more they
listened, the more those slow cracks began to appear in those carefully built walls. Even worse by the
cult’s standards, they started to question their gender and sexuality.
One late December night, two edibles and several hours of self-loathing scrolling deep, Cassandra walked
out into the forest alone. They didn’t intend to walk as far as they did; they just wanted to clear their head,
and he definitely didn’t expect to be out there all night in the Cascades in just a quilted flannel and boots.
He got lost. He almost froze to death on the longest, darkest night of the year. And then, as the sky started
to lighten, ending their literal dark night of the soul, the Morning Star spoke to them. Cassandra died, and
Cas was born.
As a Scion of Attar, he desperately wants to find a way to free his Titanic parent the way he was freed
from his cult, which makes them a natural opponent for any children of Ba’al or Anat, but Cas isn’t a bad
person. He just doesn’t know how to not be a fanatic. He also doesn’t really know how to survive in the
modern world — no one ever thought he’d live outside the compound.

Archetype: Nemesis
Qualities: Deadly Charm, Living Large, One Step Ahead, Tough as Nails
Flairs: Divine Command, Invocation, Ritual Magic, Shadow-Strike
Drive: Free their divine parent. Kick Ba’al’s ass. Avoid getting killed by the cult he
escaped.
Primary Pool (11): Propagandizing, Self-Defense, Woodlore
Secondary Pool (9): Knives, Oration, Survival
Desperation Pool: 6
Health: 5
Defense: 4
Initiative: 9
Extras: Mystic Arsenal (Cas carries a dagger which bursts into flame on command,
a smaller version of Attar’s flaming sword.)
Cath Palug
So, look. Once upon a time a geriatric pig gave birth to a cat. And initially the little black fuzzball was
adorable, but it grew up gigantic. It once killed nearly two hundred soldiers in a battle in the north of
Wales. Despite its predatory nature and desire to treat humans like mice, the Plant Dôn are very fond of it.
It’s the original kaiju as far as they’re concerned; heroes once broke swords and shields upon its fluffy
body and it had a damn good try at killing King Arthur.
The Cath Palug, like most cats, is a law unto itself. It picks a hunting ground and stalks it, striking fear
into everything that lives there. It’s found a certain kinship with the Titan Ysbaddaden, however. They’re
both giant beings with hearty appetites who enjoy making smaller things fear for their lives. Saying the
Cath Palug is a servant or emissary of Ysbaddaden would be overplaying its obedience and loyalty, but
it’s a weapon he can turn loose when he needs to. Considering he’s dead and mostly out of circulation,
that can be extremely helpful.
Arguably the worst thing about the Cath Palug is how much it gets around. The damn thing can swim,
meaning it shows up anywhere connected to Ocean.

Archetype: Titanspawn
Qualities: Apocalyptic Presence, Armor Piercing, Natural Weapons (claws and
fangs), Stand Tall, Surefooted
Flairs: Long Arm
Drive: Scare the little mousies.
Primary Pool (13): Violence, Playing with its food
Secondary Pool (11): Hunting, Swimming
Desperation Pool: 7
Health: 10
Defense: 4
Initiative: 10
Extras: Scale (Size) 2
Chimalmat
Wife to Vucub-Caquix, Chimalmat is a powerful Titan in her own right. She is a giant who makes
mountains shudder with her step, and drinks rivers dry with a sip. Many of the K’uh have tried to kill her,
but none have succeeded in doing anything other than driving her into hiding. She holds great animosity
for Hunahpu and Xbalanque for attempting to kill her children Cabrakan and Zipacna. While Vucub-
Caquix’s plots to retake his throne occupy a great deal of her time, Chimalmat has her own goals and
schemes. She has it out for Awilix, who alone of the K’uh might be able to destroy her precious son,
Cabrakan. She has engaged in a shadow war with the Goddess of the Night, employing Scions to seek out
and disrupt Awilix’s spies. While she gives birth to enormous caimans and giants to fuel her husband’s
war plans, she also produces quick-witted shadow warriors who seek to confuse Awilix’s agents and
throw them off Cabrakan’s trail as he wages war against the K’uh.

Archetype: Godhead
Qualities: Astride the World, Dominion (Beasts (Caiman), Earth, Water),
Immortal-ish, Vengeful Blood
Flairs: Hall of Mirrors, Lazarus Rising
Drive: To protect her children above all else.
Primary Pool (14): Creating spawn, Destroying scenery
Secondary Pool (12): Defending others, Subterfuge
Desperation Pool: 8
Health: 10
Defense: 8
Initiative: 8
Extras: As a Godhead, when in her native Realm, Chimalmat is always one Tier
higher than the highest-Tier opponent. She is normally a Tier 4 entity and has a
target number of 6.
Chimalmat Spawn
Chimalmat creates two distinct kinds of spawn that characters might encounter. The first are giants or
giant caimans who are destructive forces built for war. The second are lithe warrior caiman who are
masters of deception and stealth.
Giant Spawn
Archetype: Titanspawn
Qualities: Apocalyptic Presence, Natural Weapon (claws), Regeneration, Stand
Tall
Flairs: Rage of Herakles, Seeing Red, World Shaking
Drive: To wage war.
Primary Pool (13): Tactics, Fighting
Secondary Pool (11): Negotiating, Chasing
Desperation Pool: 7
Health: 10
Defense: 4
Initiative: 10
Extras: Chimalmat’s giant spawn are Size 4 and above.
Warrior Spawn
Archetype: Titanspawn
Qualities: Natural Weapon (claws), Regeneration, Shroud, Unseen
Flairs: Knockout, Shadow-Strike, World Shaking
Drive: To deceive Awilix’s agents.
Primary Pool (13): Tactics, Sneaking
Secondary Pool (11): Negotiating, Backstabbing
Desperation Pool: 7
Health: 5
Defense: 4
Initiative: 9
Clear Light Church, The True Believers
In the time since Matthew Reeder (see p. XX) took over leadership of Clear Light Church, the
congregation can’t deny how much they’ve grown, nor that they’re thriving more than ever before. These
days, though, they can’t quite square the things that Reeder preaches with the things he asks them to do.
Sure, they still hunt and kill Scions in the name of the One True God, but now he sends them to bother
school board meetings and threaten drag shows, which really — to some of the hardcore believers —
seems a little beneath them.
Then there’s this whole alliance with the group that church deacon Duane Francis referred to derisively as
“a bunch of filthy pearl-bumping heathens,” the Wombyn of the Moon-Water (see p. XX). For the
moment, Reeder manages to keep them sold on the idea that they can utilize the TERF group and their
charismatic leader, Ravyn Silverhair (see p. XX) to divide the queer & transgender community. Clear
Light views the possibility of turning queer folx on one another, thus keeping the people they view as
irredeemably soiled and subhuman from mounting any sort of real defense against them, as worthwhile
for now.
Once they’ve managed to strip all of the Wombyn’s defenses from them in the name of destroying the
“transsexual empire,” Reeder assures them, the witches will be first against the wall, and for now, they
believe him. The longer this “alliance” goes on, however, the greater the possibility that someone could
split the Church from their leader, especially if they can expose his true Titanic nature.

Archetype: Paragon
Qualities: Institutional Disbelief, Perfected Soldier, Tough as Nails
Flairs: I Have Friends, Molon Labe
Drive: Follow Matthew Reeder’s word & prepare the World for the Second
Coming by destroying all Pretenders. Figure out why Matthew’s been acting so
strange lately. Keep the Church from perversion by their association with the
Wombyn.
Primary Pool (8): Firearms, Tracking, Woodlore
Secondary Pool (6): Endurance, Very Specific Biblical Knowledge
Desperation Pool: 5
Health: 1
Defense: 3
Initiative: 4
Extras: Members of the Clear Light Church rarely travel alone. Like all Paragons,
they are Tier 1.
Not Giving It Oxygen
Hate groups exist in the World just as they do in ours. Their sentiments often
rhyme with those we deal with every day because bigotry is uncreative and tends
to recycle the same accusations for every group they attempt to destroy. However,
we purposefully chose to avoid bringing in exact groups or making direct
references to them solely and only because we do not wish to give those groups
any oxygen.
Please talk to your players before including groups which impact their
marginalizations and utilize Lines and Veils as your group agreed during Session
Zero. Gaming is an escape, and there’s a fine line between enjoying the power
fantasy of stomping a simulacrum of the bigots you can’t punch in real life and
feeling like someone just poured motor oil on your birthday cake.

Chupacabra
While their name refers to their goat based vampirism, these monsters are more than happy to devour the
blood and vital energy of any living creature. Faintly reptilian canids with spines, clawed hands, and a
long, lashing tongue, people believe that these creatures are from Latin America and the southwest
America, but they, in fact, come from Boriken, present day Puerto Rico. Formerly wild dogs twisted by
Guabancex into creatures of hunger and chaos who will hunt and kill endlessly until they’re put down.

Archetype: Rival
Qualities: Life Drain, Natural Weapons (Teeth, claws, and spines), Twitchy,
Unnatural Hunger (Blood)
Flairs: none
Drive: To feed
Primary Pool (9): Close Combat, Hunting and tracking
Secondary Pool (7): Intimidation, Stealth
Desperation Pool: 5
Health: 3
Defense: 3
Initiative: 6
Extra: Chupacabras have a +2 Enhancement to Stealth and avoiding detection by
recording equipment.
Cult of Tṛṣṇā
Tṛṣṇā of the Devás embodies craving and desire, and her cult revels in these, both carnal and visceral. At
its roots, Tṛṣṇā’s cult is a group of drug addled fans seeking sensual pleasure wherever they can get it.
Each one of them has bought entirely into the parasocial relationship with an internet personality that you
only find with big names and those who foster unhealthy devotion. She leverages both mundane
platforms and more Denizen-focused places such as Nymphstagram and Giantr.
Cultists range from die-hard fans to those who are casually interested in the more sensual parts of the
following. Left to their own devices, the group is only interested in getting together to bake up conspiracy
theories about Tṛṣṇā herself, or participate in deep philosophical discussions about the need for existence
followed by an orgy. When Tṛṣṇā puts them to a task, though, they become a well-oiled machine for
disinformation, dissembling, and when necessary, outright violence. Tṛṣṇā uses her cult as personal attack
dogs, turning them on whoever’s crossed her most recently. Get on her bad side and the cult is there to
take care of all her problems, big or small.

Archetype: Villain
Qualities: A Cage of Words, Institutional Belief,
Flairs: Sorcery (Deception, Passion — Lust, Ecstasy), Red Herring
Drive: To discredit the Pālas and protect Tṛṣṇā.
Primary Pool (9): Internet sleuthing, Seduction
Secondary Pool (7): Persuasion, Trolling
Desperation Pool: 5
Health: 4
Defense: 3
Initiative: 7
Extras: Cultists rarely act alone, often working in groups of 3 to 4 members. They
are often under the lead of Tṛṣṇā’s Scion, Swalpa Agarwal, p. XX.
Čuma
Some say Čuma is Veles’s child. Others that she was once a mortal woman. Still others claim Čuma is
plague given physical form. Čuma herself keeps her own counsel; she’s old enough and wise enough to
know gossip spreads like disease, and she has a job to do. That job is the swift and efficient delivery of
plagues and pathogens to wherever she finds filth and dirt. Modern cities of the World keep her
remarkably busy, but she has some sympathy for Likhoradka’s cause and isn’t above working with the
Titan to infect and dispatch people who despoil the natural world with their rubbish and pollutants.
Čuma walks the World in the form of an aged woman, reliant on her cane to get around, and wherever she
visits plague soon follows. She’s an intelligent, reasonable being and it’s possible to direct her attention to
a certain place or people, and many of the Bogovoi do exactly that. Scions who try to use her to do their
bidding would be wise to keep in mind that she has a particular distaste for dirty places or people, and the
best way to gain her approval — and be spared her plagues — is to keep a clean home and a clean person.

Archetype: Avatar
Qualities: Dominion (Plague), Life Drain
Flairs: Plague Touch, Eye of the Swarm, Miasma
Drive: Bring creatures of filth and squalor the punishment they deserve
Primary Pool (10): Medicine, Science
Secondary Pool (8): Avoid Notice, Read Motives
Desperation Pool: 6
Health: 6
Defense: 5
Initiative: 5
Extras: Avatars are Tier 2 enemies so roll against a target number of 7. Čuma
possesses the Fever-Ridden Knack (p. XX).
EDITOR: IN THE FOLLOWING ENTRY, NOTE THAT CI IS SINGULAR AND CWN PLURAL.

Cŵn Annwn
The cŵn Annwn, or hounds of Annwn, belong to Arawn, ruler of the Plant Dôn’s Realm Annwn. Other
Underworlds feature dogs as wise psychopomps or staunch guardians but Arawn’s hounds are built
different. They’re hunting dogs, used for millennia to pursue frightened prey to the point of exhaustion
and death. They never tire and they thrive on the prey’s pain and fear.
In ages past those prey were human, but as the Second Titanomachy heats up Arawn’s found another use
for them, tracking and hunting titanspawn — and Titanic Scions. Sometimes they hunt alone but they’re
more fearsome with a divine huntsman to direct them. In better times, Annwn commanded the hunt
himself. Now he gifts them to his Scions and servants to carry out his will.
A purebred ci Annwn is a beautiful sight, a sleek hound with a snow-white coat and ears the color of
blood. Nowadays Arawn disguises them as dogs of the World. They bear two telltale signs that serve as
clear warnings to anyone who recognizes them. Their red ears never go away, whatever disguise they
don, and their bark is loudest at a distance, growing softer and softer the closer they come. More than one
victim of the hounds thought themselves safe simply because the pack’s soft voices made them believe
the hounds were moving further away.

Archetype: Monster
Qualities: Group Tactics, Natural Weapons
Flairs: Here I Come
Drive: Catch the prey, make the huntsman proud
Primary Pool (11): tracking, running
Secondary Pool (9): bringing down prey, patience
Desperation Pool: 5
Health: 6
Defense: 4
Initiative: 9
Extras: Cŵn Annwn have Scale (Speed) equal to their target’s own Scale (Speed).
They have the Worrying Hound Knack (Scion: Origin, p. 108). These traits are for a
pack of cŵn Annwn with a number of dogs equal to the pack’s Health.
Diwata
The Diwata are the spiritual manifestations of nature. While the most powerful of these make up many
members of the Balahala Patheon, there are innumerable others who are not worshipped as Gods. Many
Diwata don’t care for the human world or worship, but others seek to reach the vaunted halls that the
Balahala reside in and will do anything to earn their own Legend. Diwata, with aspirations or no, are
powerful entities who embody the natural aspect they represent. They have the powers of Gods, even if
they don’t care to be worshipped as such, and when disturbed or infringed upon become powerful foes.
Diwata have a great deal of respect for each other, but care little for humanity. They are the elements and
nature; they have always been and will always be. They take interest in whatever part of nature they
embody, and if someone comes to them with a plea or request, they are likely to help if that person has an
appropriate offering. Otherwise, they are just as likely to drop a mountain on someone’s head for deigning
to interrupt their daily routine.

Archetype: Transcendent
Qualities: Astride the World, Dominion (1 element), Immortal-ish (opposite
element), Natural Weapon (same element as Dominion), Vulnerability (opposite
element, if applicable)
Flairs: Possession, Sanctification, Weather Tyrant
Drive: To exist. (Most) To become a God. (Some)
Primary Pool (9): Embodying Nature, Defending Their Interests
Secondary Pool (7): Possessing Mortals, Giving Blessings
Desperation Pool: 5
Health: 5
Defense: 5
Initiative: 6
Extras: Diwata are Tier 3 Antagonists and have a target number of 7. Some Diwata
are more powerful, achieving Tier 4 and gaining the Godhead template from
Scion: God, p. XX.
Eyes of Aghash
Aghash of the malignant eye passes his gift for ruining lives with just a look on to the cult which bears his
name. Cultists of the Eyes of Aghash weren’t good people to start with — you need to be somewhat of an
asshole already to be interested in the deal — and they give up their health, wealth, and anything virtuous
they enjoy for the ability to spread pain and suffering with just a look.
Despite lacking any real organization (cultists avoid each other due to the temptation to curse their fellow
worshipers… and, on the flip side, the fear those fellow worshippers will curse them) the Eyes of Aghash
have existed in various forms for thousands of years. Many cultures have discovered the use of nazar —
charms and amulets painted with concentric blue and white circles — keep the curse of the Evil Eye
away. Within the last fifty years, folks around the World began defending against the Evil Eye without
even knowing it when a heavy metal singer popularized a hand signal known as “devil horns.” Most
people who benefit from its protection do so without realizing.

Archetype: Paragon
Qualities: Baleful Touch, Life Drain, Slothful Resilience
Flairs: Curse, Dread-er Gaze, Hypnotic Charm, Immobilize, Red Herring
Drive: Make other people’s lives miserable with just a look.
Primary Pool (8): Curses, Hating on people.
Secondary Pool (6): Deception, Side-Eye
Desperation Pool: 5
Health: 1
Defense: 3
Initiative: 4
Extras: Evil Eye. Members of the Eyes of Aghash have the Condition Evil Eye
(Persistent) obtained during their initiation. Player characters can resist with
Resolve, SGCs resist with their Desperation Pool. Infecting a character of a higher
Tier comes with a Complication equal to the difference between Tiers.
Aghash’s Evil Eye
Effect: This Condition lasts for a number of days equal to successes rolled to inflict it. Affected
characters receive a +2 Complication to give aid to others. Any rolls to do harm gain +1 Enhancement. In
addition to the effects on the character directly, anytime they make eye contact with another mortal or
Scion they need to pass a Difficulty 2 Empathy + Resolve roll to avoid passing the Evil Eye. Failure
results in a contested Subterfuge + Manipulation vs. Integrity + Resolve, with Enhancement if the target
wears a nazar or points devil horns at the afflicted. A difficulty 3 Occult + Cunning roll can detect the
transmission of the Evil Eye Condition.

Hopia
The spirits of the dead who have failed to be worthy to exist in the Underworld Coaybay, become
shapeshifters who can take the form of either mundane humans or vampire bats the size of a small car.
During the day, they take their mortal guise, trying to work their ways into Taíno communities, usually to
court people to lure into the jungles at night. It is there that they change into their monstrous form to
consume people and their goeiz, or living souls, denying their victims the afterlife they never earned.
There is no rhyme or reason for who they target, feasting on any whom they can trick to their dooms.

Archetype: Monster
Qualities: Darkvision, Flight, Natural Weapon (fangs)
Flairs: Hypnotic Charm, Shapeshifter (A monstrous bat is their true form)
Drive: To trick mortals and devour their souls.
Primary Pool (11): Flirting, Surprising Victims
Secondary Pool (9): Empathy, Deception
Desperation Pool: 5
Health: 6
Defense: 4
Initiative: 9
Extra: In their bat form, hopia have access to their Flight and Natural Weapon
Qualities, and are Size 2. In their shapeshifted human form, they are Size 1, drop
the aforementioned Qualities, and appear mundanely human.
Humbaba
Humbaba reigns in the Cedar Forest, a Terra Incognita found in the mountains of Syria. His kingdom is
the forest, and his subjects are the animals who live there. Each night he throws a lavish party filled with
food, song, and dance and everyone in the Realm attends. He is incredibly protective of his forest, and
even stepping foot inside without invitation is likely to be met with suspicion. Though with invitation,
visitors find Humbaba to be an overeager host, filling them with more food than they can eat, and more
drink than they can handle.
This giant is generally a gentle and kind soul, though if you so much as touch one of his cedar trees
without his permission, he is likely to rip you limb from limb. He excels at hand-to-hand combat and
loves a good wrestling match. He often invites other giants and huge monsters into his home to wrestle
them for sport. He can sometimes be found roaming the mountains looking for giants to pick a fight with,
then befriend after he wrestles them to defeat.
Humbaba is protected by seven auras that make him nigh indestructible. He doesn’t flaunt his
imperviousness in combat, and is easily swayed to remove the auras to create a fair fight, if he thinks the
stakes are interesting enough.

Archetype: Goliath
Threat: 1
Legend: 7
Size: 4
Narrative Scale: 5 (x200)
Extras: Ḫumbaba is a Tier 3 entity and has a target number of 7. By Divine Right,
Indestructible (Persuasion), World Shaking
Kabláy
As a human Kabláy was a wealthy man. He owned several fishing boats and the income from them
brought him a life of luxury. One morning on his way out to sea an old beggar asked him for money.
Kabláy responded rudely with words not suitable for print and went on with his day. The sea God — for
this was no ordinary beggar — transformed Kabláy into the first shark for his rudeness.
Being the first shark was quite a challenge. Kabláy had to change sex to create baby sharks, figure out
how to change shape to create other species of sharks. They had to learn how to swim without legs, to
catch and eat fish without having hands. Kabláy eventually adapted to life as a shark, but they’ve never
forgotten their former life. Every fishing boat they wreck is a tiny morsel of vengeance — though they
leave alone any crewed by their increasingly distant human descendants — but if they sank every fishing
boat on the seas, it wouldn’t be enough. What Kabláy really wants is a way to become human again, but
until then they’ll continue to protect their descendants’ fishing business with the intention to reclaim it
when they can once again speak and walk on dry land.

Archetype: Monster
Qualities: Natural Weapons (Teeth)
Flairs: Shapeshifter (only sharks)
Drive: Protect their fishing business (though Kabláy is unclear on what exactly
constitutes ‘theirs’). Turn back into a human.
Primary Pool (11): Wrecking Ships, Swimming
Secondary Pool (9): Biting, Marine Biology
Desperation Pool: 5
Health: 6
Defense: 4
Initiative: 9
Extras: Kabláy can transform into any species of shark: Blue Shark grants Scale
Speed 1. Great White, Tiger, and Greater Hammerhead grant Scale Size 1. Size 2
sharks such as Whale Sharks are plankton feeders without Natural Weapons.
Kablay does not have a human form.
Leviathan
So it was written that at the end of time, when the last savior arrives and — finally and for all eternity —
rights every wrong, Leviathan will die. The last savior and all of his people will scrape out Leviathan’s
skin, crafting from his massive scarred hide and his enormous ribcage enough tents to house every person
in the world. These tents will shelter everyone at the final banquet, at which the flesh of Leviathan will
feed everyone, forever. No one will suffer beating sun or soaking rain, nor will anyone hunger.
However, for this to happen, Leviathan must die, and what’s worse, he knows it. The massive creature
lurks beneath Ocean as he has for the entirety of his existence, waiting, and dreading the end of time. The
Primordial hopes — plots and plans, yes, but also hopes — to escape this fate.
What would it mean if a pantheon of just-made Gods offered Leviathan a way out of his Fatebound end?
His thick hide bears a million scars from thousands upon thousands of Scions and other followers of Gods
who thought they could fill the role of the last savior, and if necessary, he’ll eat another band of God-
spawn.
Maybe there’s another way. Leviathan really doesn’t want to die, but maybe — just maybe — he’s tired
of killing, too.

Indistinct Mythic Boundaries


Behemoth (see Scion: God, p. XX) and Leviathan cross the boundary between
Jewish myths and the folklore of the rest of the Levant. Handle with sensitivity
and care.
Archetype: Primordial
Qualities: Apocalyptic Presence, Dominion (Beasts: Ocean Life), Immortal-ish,
Natural Weapon (Teeth and Tail), Regeneration, Unstoppable
Flairs: Clearing Space, Knockout, The Natural Order Is Value-Neutral, Share And
Share Alike, World Shaking
Drive: To survive by any means necessary.
Callings: Liminal, Monster, Warrior
Purviews: Darkness, Water, War
Primary Pool (15): Destruction of Continents, Lurking, Swallowing
Secondary Pool (12): Swimming, Tidal Waves
Desperation Pool: 7
Health: 8
Defense: 7
Initiative: 7
Threat: varies – 3 to 5, depending on the actions of players
Legend: 12
Size: 6
Narrative Scale: 6
Loir Hara Lobsogoldoi
Loir Hara Lobsogoldoi Incarnated from the toe of Atai Ulaan thrown to the earth by his brother
Khormusta Tengri. Lobsogoldoi went out into the World a rather small demon, not content to live out
eternity in Tamu. Mortals recognized him as a demon and recoiled in terror. Soon Scions came looking to
battle him and they beat him with great ease. After one particularly humiliating defeat where he was bent
over and throttled with dry reeds — for the offense of hunting in the same lands as mortals did — he had
enough.
Loir Hara Lobsogoldoi sought aid from his sisters who taught him magic of deception and trickery,
gathered two winged warriors and two warriors bearing staves, and lured the mighty hero Abai Geser into
a trap. Turning his abuser into a donkey, Lobsogoldoi forced the beast into hard labor in Tamu. The
man’s wife tricked him into borrowing the donkey for one month, freeing her spouse from the demon’s
magic. The Scion gathered his forces and charged into Tamu seeking revenge.
Loir Hara Lobsogoldoi was defeated but did not die for the black blood flowing through his demon veins
was of a mighty Titan. His body was crushed under the weight of two mountains yet after a year and one
day he rose, casting his poisonous gaze over all he saw. Lobsogoldoi rose and walks the World once
more, looking to get revenge on any and all Scions who cross his path.

Archetype: Rival
Qualities: Dominion (Deception), Imperfect Disguise, Toxic (Breath)
Flairs: Illusions, Miasma, Ritual Magic
Drive: Make them pay for what they did. They must all pay.
Primary Pool (9): Deception, Illusions
Secondary Pool (7): Gaining Sympathy, Poisoning
Desperation Pool: 5
Health: 3
Defense: 3
Initiative: 6
Mácocael
Like all Zemí, Mácocael was born with a purpose. His roles was to guard the mouth of Cacibajagua until
the Taíno were ready to exit the cave and enter the World.
As anyone who’s ever head a job that involves looking attentive while doing nothing can attest, it’s
boring as hell, and the will to make it to said job on time withers eventually. Mácocael arrived late to his
post. In his absence, Boinael, the sun Zemí tested those within the cave. Calling out to them with honeyed
lies about what lay beyond them in the sun. Those who left the cave due to the God’s intervention were
turned into the various animals and plants that populate the Antilles. Mácocael himself was turned to
stone for this troubles.
Was it his fault that Boinael decide to jump immediately to capital punishment for the slight infraction of
being tardy? None of those people would have transgressed if not for the sun God’s “test”, the World’s
first case of entrapment. Enraged at being punished for a failure that could have happened to anyone, he
now does grunt work for Guabancex, using his stone hide to shrug off attacks of the righteous and redeem
himself.

Archetype: Nemesis
Qualities: Destructive Force, Heavily Armored (+3 Hard Armor), Imposing
Presence, Natural Weapons (fists), Stand Tall, Sure Footed, Tough as Nails
Flairs: Bringing Down the House, Sorcery (Purview: Earth), Suck It Up, Under
Pressure, World Shaking
Drive: To prove his worth
Primary Pool (11): Endurance, Perception
Secondary Pool (9): Close Combat, Guarding Targets
Desperation Pool: 6
Health: 5
Defense: 4
Initative: 9
Mahucatah, Scion of Chimalmat, formerly of Q’uq’umatz
Mahucatah came into the World as one of the B’alams, one of the first four men Q’uq’umatz formed after
the floods washed away the people of wood. In life he watched over his children — the first birthed from
mortals — as humanity populated the World. The Gods were concerned when he and his three brothers
grew in power until they rivalled the K’uh. When the B’alams reached Apotheosis and became known as
Jaguar deities, the K’uh became jealous and plotted against them. Through the combined might of the
pantheon, they stripped the four brothers of their divinity, dooming the B’alams to live the remainder of
their lives as mortals.
Chimalmat saved one of them, and only one. She chose Mahucatah to be her Scion. Fearful of being
recognized by his descendants, he took the form of a jaguar quietly watching them from the shadows. For
a time, it gave him peace watching the children of his children grow and create their own families. As
time passed and his family forgot him and followed the Gods who stripped him of his divinity,
Mahucatah grew resentful. He began to lash out in fits of anger, for the K’uh failed to protect his kin the
way he could. If they could not remember him as the progenitor of his people, they would fear him as a
monster.

Archetype: Nemesis
Qualities: Darkvision, One Step Ahead, Immortal-Ish (jaguar pelt), Apocalyptic
Presence, Natural Weapon (claws and fangs)
Flairs: Red Herring, Shadow-Strike, Seeing Red
Drive: Turn his descendants against the K’uh.
Primary Pool (11/13): Deception, Observation
Secondary Pool (9/11): Hand to Hand Combat, Stealth
Desperation Pool: 6/7
Health: 5/10
Defense: 4
Armor (Hard): 3
Initiative: 9/10
Extras: Nagualism. Mahucatah can shift forms from human to jaguar at will. His
archetype changes to Titanspawn in his jaguar form, affecting his stats as noted
above. Switching from human to jaguar occurs automatically when the moon
rises, spend a Tension to switch back.
Pelt of the Jaguar God. In his human form Mahucatah wears the pelt of a
defeated jaguar deity. Mahucatah cannot die while he’s wearing the pelt, which
also grants him Hard Armor (3).
Mares of Diomedes
Anyone who’s ever spent much real time around horses can tell a hundred stories about how equines —
often thought by non-rural people as fully vegetarian — eat eggs, birds, and many other sources of meat
on the regular. Grazing Icelandic horses regularly receive salted fish as supplements to their diets, and a
French horse killed and ate a Russian officer during the Napoleonic wars. Researchers studying Arctic
foxes found those foxes unjustly accused of egg theft when they placed cameras near bird nests — wild
horses stole and ate the eggs instead.
The Mares of Diomedes take this mundane fact to its inevitable mythic conclusion. Whether the current
herd, which ranges across the entirety of Eurasia at their pleasure and leisure, descends directly from the
steeds originally owned by Diomedes of Thrace, Scions refer to them thus. The man-eating horses once
wandered through wild places and only posed direct danger to humans living in more remote settlements,
but the pressures of human population now begin to push them into more frequent contact with
populations of humans, dwarves, and Denizens, often with tragic results for both the horses and whatever
they encounter.
Rumors spread through Europe that a kelpie imported from Wales escaped confinement and joined the
herd. Since only the ocean has to this point confined the herd to Eurasia, the possibility of a kelpie
interbreeding with the herd deeply concerns Scion theogeneticists. Then again, Alexander the Great
claimed that Bucephalus descended from the Mares of Diomedes; if a Scion could manage to tame such a
monster, what a mount she would have, especially if those kelpie rumors ring true.

Archetype: Nemesis
Qualities: Armor Piercing, Apocalyptic Presence, Tough as Nails
Flairs: I Have Friends, Knockout, World Shaking
Drive: Run. Reproduce. Eat. Run. Trample. Eat. Run.
Primary Pool (11): Trampling, Biting
Secondary Pool (9): Kicking, Running
Desperation Pool: 6
Health: 5
Defense: 4
Initiative: 9
Extras: Mares of Diomedes never appear alone except in extremely extraordinary
circumstances. Taming a mare is an extremely dangerous complex action with
intervals long enough that obtaining one of the Mares as a steed might be a
Scion’s goal for an entire season of a chronicle, if not an entire chronicle.
Mares of Diomedes: Lisette
Some debate exists over whether Lisette is actually the French horse best known for trampling a Russian
officer to death and then devouring him during the Napoleonic campaign in 1812. Perhaps she is — but if
so, either she was never a normal horse, or joining the mythic herd of the Mares of Diomedes (see p. XX)
changed her forever. In her video about the Mares of Diomedes, GodTube vlogger CJ Zelly discussed the
lead horse’s putative history after sharing the only known video clip of the herd, in which she and her dog
Irwin barely escaped an encounter with them in the Schwarzwald near the Swiss border. Despite her
reputation for never being afraid of any creature, CJ fully admits she only escaped the encounter by quite
literal divine intervention.
As best Zelly could determine in her research, Lisette originally belonged to a cavalry officer of
Napoleon’s, Jean-Louis Visigny, speculated to have been a Scion of Apollo. “Belonged” may overstate
the matter; the two worked together, in any case, and Lisette obeyed only Visigny and tolerated Visigny’s
groom to handle her only because Visigny asked it of her. The Russian officer, whose name remains lost
to time, shot her beloved human in the throat with a stolen French pistol during the Battle of Smolensk,
and Visigny fell from her back. Witnesses included a French infantryman, Joachim Saint-Cyr, who
recorded in his diary the way in which Lisette’s eyes “burned like sick rubies” as she turned on her
partner’s killer. “We shrank back in fear as her hooves trampled him into the mud, and though the battle
raged on around her, she gave its chaos no heed. She tore into his stomach! She ate his soft organs, she bit
through his bones and crunched them like a man biting into stale bread,” Zelly read from Saint-Cyr’s
diary. “After that time, no one could lay a bridle on her, nor did any man wish to — she ran from us, and
every time we heard rumor of the cream locus mare with the blaze down her nose, men prayed never to
see her, lest she mistake us for someone who laid a hand on her beloved human.”
Lisette leads the herd now, and no one who has tried to re-tame her survives.
(For more on CJ and Irwin, see Scion: Once and Future, p. XX)

Archetype: Titanspawn
Qualities: Armor Piercing, Apocalyptic Presence, Life Drain, Tough as Nails,
Unstoppable, Vulnerability (Sabre de cuirassier de Visigny)
Flairs: Clearing Space, Dread-er Gaze, I Have Friends, Knockout, Seven Small
Deaths, The Resurrection of Ba’al, World Shaking
Drive: Lead her herd. Destroy humans. Run. Reproduce. Eat.
Primary Pool (13): Trampling, Biting
Secondary Pool (11): Kicking, Running
Desperation Pool: 7
Health: 10
Defense: 4
Initiative: 10
Extras: Lisette cannot under any circumstances be tamed. Her vulnerability is not
just any sabre de cuirassier, but the sabre de cuirassier carried by Visigny the day
he died, an item lost for at least the last century since the death of its previous
owner, Visigny’s granddaughter: Jeanne-Suzanne Visigny, Chosen Scion of Anat.
Matthew Reeder, Scion of Aten
He lingers on the threshold of Apotheosis. Perhaps he fears progressing further, to challenge his divine
father — and who wouldn’t, when your father is a monomaniac and you’ve spent the last decade of your
life making him bigger and stronger — or perhaps he simply enjoys lingering in the metaphorical
doorway for a while. Whatever holds him back, he has to progress soon or he will die; Godhood doesn’t
wait forever.
Whatever the case, the Pennsylvania native hasn’t spent the last few years idle. With the rise of anti-
transgender politics as a cudgel used both by TERFs and Evangelical Christians, Matthew reached out to
Ravyn Silverhair (see p. XX) after his followers discovered a portion of her true nature. Matthew suspects
her Titanic nature but can’t prove it. As far as he knows right now, she really is a Scion of Artemis.
While the lay leadership of Clear Light Church (see p. XX) still wants to kill Ravyn, Matthew has
convinced his followers to allow her and her followers to live as long as they can utilize her to their ends.
After all, they know where she and the rest of the Wombyn of the Moon-Water (see p. XX) live. If the
Wombyn and Ravyn think they’re safe for the moment — or if, even better, they believe that Clear Light
won’t come after them once they’ve mowed down the rest of their targets — well, all the better.
Sooner or later, Matthew will have to attempt Apotheosis. He can’t stay here forever, but he knows he
needs to prepare carefully, because the moment he reveals himself as one of Aten’s children, if he hasn’t
carefully prepared his followers for the idea and given them the means to rationalize why their leader just
went supernova, he just becomes their most passionately sought target.

Archetype: Transcendent
Callings: Adversary, Warrior, Judge
Purviews: Chaos, Darkness, Deception, Fortune, Epic Stamina, Sun, War
Qualities: By Divine Right, I Have Friends, Life Drain
Flairs: A Sea of Red Herrings, Beauty Like Sugar, Calling the Mob, Enter Stage Left,
Mastermind, Molon Labe, World Shaking
Drive: Amass Followers. Feed Relics and anything else to Dad. Keep Ravyn from
finding out his true parentage.
EDITOR: THIS ANTAGONIST HAS A HIGHER THAN USUAL PRIMARY POOL FOR HIS TEMPLATE,
OTHERWISE HE’D BE GETTING A DOWNGRADE FROM A PREVIOUS VERSION OF THE
CHARACTER.

Primary Pool (11): Brainwashing, Divination, Tracking


Secondary Pool (9): Firearms, Oration, Survival
Desperation Pool: 5
Health: 5
Defense: 5
Initiative: 6
Nasu, the Unclean, The Corpse Defiler
When Angra Mainyu first corrupted other Yazata with the Druj, Nasu barely registered as a titanspawn.
The Corpse Defiler sought out the recently deceased and infested them, and through mishandling of the
dead caused contamination to spread. As humans learned how to contain the spread through a mixture of
proper body disposal and purification rituals, Nasu learned to be more subtle in her techniques. She hid
the corruption spread from the dead, those who came in contact would go weeks — sometimes months —
before signs began to manifest. This made Nasu stronger and wiser. Taking this knowledge, she struck
down other Daeva, quietly taking their duties and combining them with her own.
The current state of the World greatly elevated her power and abilities. As Nasu the Unclean, she’s found
polluting the rain and soil itself to be a far more effective method of spreading contamination.
Microplastics are an amazing tool. By introducing toxins into the global food and water supply, she’s able
to infect humans on a greater scale than by defiling corpses alone. She still does seek to spread disease
through the recently deceased — a throwback to the good old days — and on occasion leaves Druj-
Demánæ to personally do so instead of sending her flies. She never visits the World in her own body,
though. She picks one from a human who’s succumbed to her contamination.

Archetype: Godhead
Qualities: A Thousand Ships, Disembodied, Vulnerability (Fire)
Flairs: Calling the Mob, Create Spawn, The Natural Order is Value-Neutral, Seven
Small Deaths
Drive: Pollute the World, Spread disease through defiled corpses.
Primary Pool (14): Influencing People to Do the Easy Thing over the Right Thing,
Spreading Illness
Secondary Pool (12): Contaminating Food and Water, Creating Environmental
Hazards
Desperation Pool: 8
Health: 10
Defense: 8
Initiative: 8
Extras: As a Godhead, when in her native Realm, Nasu is always one Tier higher
than the highest-Tier opponent. She is normally a Tier 4 entity and has a target
number of 6.
Nicostratus, Scion of Ares
Helen of Troy’s least-known son, Nicostratus was chosen by Ares a long, long time ago. He stagnated in
his quest for Apotheosis, possibly because he’s been sailing every sea outside of the World rather than
returning to it in order to contend with the difficult choices and intensive challenges Apotheosis brings.
He’s crossed and re-crossed Ocean, travelled every aquatic Terra Incognita, with his flags fluttering from
the mainmast of his ship, Hermione, which he named after his long-dead sister. In her name he has
conquered and battled peoples and civilizations from beyond the World.
Unacknowledged by his father after his failure to attain true divinity, Nicostratus schemes for ways to
meet his divine father on the battlefield and finally somehow usurp his Mantle. To this end, he has aligned
himself with the Titans to help bring about the ultimate battlefield. He and his fleet of scavenged and
conquered soldiers, both human and Denizens, will bathe the World in war.
Nicostratus is both exceedingly handsome and excessively charming. It’s difficult to say no to him when
he turns that smile on you — he ends up inadvertently reminding his targets that his mother was the most
beautiful woman in the world.

Archetype: Transcendent
Qualities: Astride the World, Deadly Charm, Dominion (Ocean), Immortal-ish, One
Step Ahead
Flairs: Divine Command, Key to the Bifröst, Player of Games, Shadow-Strike
Drive: Meet Ares on the field of battle and steal his Mantle.
Primary Pool (9): Charm Offensive, Naval Warfare, Swords
Secondary Pool (7): Deception, Swimming
Desperation Pool: 5
Health: 5
Defense: 4
Initiative: 9
Extras: Mystic Arsenal (Nicostratus has a Phrygian Helm which allows him to
shout commands heard by every ship in his fleet and every ally — mermaid,
whale, kraken, giant eagle, whatever — beneath the waves or in the air, as long as
they’re in the same Realm. His enemies hear only garbled nonsense.)
Nightingale the Robber
Nightingale is a monstrous humanoid with bird-like features who lives in forested land to the west of
Moscow. The first Nightingale the Robber was named Solovey, and died by the hand of the bogatyr Ilya
Muromets, but only after Ilya paraded him through Kyiv and Novgorod. Solovei’s children, along with
his human wife, took up the Mantle of Nightingale, and though he was by no means a God, the magic of
his bloodline ran through his children.
Now, an entire family of half-human, half-birdlike creatures populate the forests, all with a grudge against
the Bogovi and a deep suspicion of anyone who enters their territory. Instead of simply killing those who
trespass, they stun them, strip them of all their goods, and send them on their way as a warning to anyone
else who would enter the area. In the past few generations, Solovey’s family has left Russia and moved to
other parts of Europe and the Americas, setting up colonies and establishing territories wherever they
land. All in all, the group is territorial but not unreasonable. If visitors come bearing food and drink and a
story for them, they are amenable to company.

Archetype: Nemesis
Qualities: Group Tactics, Life Drain, Flight
Flairs: Curse, Petrifying Gaze
Drive: To protect their territory and steal from interlopers.
Primary Pool (11): Robbing, Whistling
Secondary Pool (9): Flying, Deception
Desperation Pool: 6
Health: 5
Defense: 4
Initiative: 9
Extras: Nightingale the Robber can use Life Drain on a ranged attack when they
whistle.
Notsnitsa
Notsnitsa are the Bogovi’s night terrors, hags who climb aboard a sleeper’s chest and draw out their life
energy while they dream, one sip at a time. They feed on fear and sadness as well as life force, and the
more miserable and tormented a sleeper is, the more tempting it becomes as prey.
Bogovi on both sides of the Second Titanomachy have found a new respect for the notsnitsa. War drives
heroes and villains alike to great deeds — and great misdeeds. And great misdeeds, in their turn, evoke
great sadness and guilt; a feast for the notsnitsa. Bogovi Gods and Titans alike deploy them to make their
enemies suffer (even Titanic Scions, especially early on in their lives, feel conflicted about some of the
choices they make). The more prominently a Scion acts against Bogovi interests in the Second
Titanomachy, the more chance one of them will dispatch a notsnitsa to prey on them. And once a
notsnitsa’s found a satisfying source of food, she doesn’t abandon it until she’s sucked the life fully out of
it and left a corpse behind.
A notsnitsa’s no match for a Scion in a knock-down, drag-out fight, but the real challenge is catching one.
While the effects of a notsnitsa’s feeding are subtle — a gradual loss of energy and joy, only to be
expected in the grinding pressure of a cold war — she leaves a mark of her presence in the form of a thick
smell of moss and dirt.

Archetype: Foe
Qualities: Curse, Shadow Step
Flairs: Dread Gaze
Drive: Make the World an unhappier place.
Primary Pool (7): Inflict Misery, Subdue Foes
Secondary Pool (5): Creep, Spy
Desperation Pool: 3
Health: 1
Defense: 1
Initiative: 4
Extras: +1 Enhancement on rolls to grapple or pin down a target
Ponaturi
Ponaturi are an underwater tribe of monstrous humanoids. They live deep in the sea during the day, trying
to hide from the sun, and at night they come to the shore to sleep and wreak havoc. These creatures are
pale skinned with light brown or reddish hair, have long, sharp claws, but otherwise appear as humans.
While they can be found in any ocean deep enough to hide them from the sun, they primarily reside near
the Polynesian islands and Aotearoa. These creatures have always been a thorn in the side of the Atua and
their worshippers, but they have spread past Hawaii and beyond into the Americas. They are magical
creatures tied to the sea and the crushing depths and have some sway over water and death as a result.
They steal items to use as ritual components for their festivities and kill anyone they perceive as a threat
to their undefined, expanding territory.
Ponaturi are a menace wherever they show up. They kill, steal, and generally have no respect for anyone
who isn’t one of them. While a lone Ponaturi is nothing to worry about for a Scion of any power level,
they’re dangerous in large numbers — and they much prefer to travel in large numbers.

Archetype: Foe
Qualities: Group Tactics, Twitchy, Vulnerability (Light, Fire)
Flairs: Sorcery (Death, Water)
Drive: To survive and cause chaos.
Primary Pool (7): Performing Rituals, Clawing Opponents
Secondary Pool (5): Swimming
Desperation Pool: 3
Health: 1
Defense: 1
Initiative: 4
Extras: Ponaturi are generally found in groups no smaller than 5 in number.
Leaders of these groups might have the Nemesis Template or the Mythic
Template (adjust pools and Tier accordingly) and have the Molon Labe Flair and
Dominion (Death, Water) Quality.
Rain Callers
Even natural torrential downpours can be terrifying, destructive forces. These sorcerers use Relics or
motes of power gifted by Titans like Coatrisquie or Juracán to turn destruction into catastrophes. They go
to places not built to deal with such heavy rainfalls or else still recovering from a mundane storm to deal
even more damage. Ultimately cowards, however, they do not commonly stick around should anyone try
to interfere with their evil.

Archetype: Titanic Minion


Qualities: At Home in a Hurricane, Flight, One Step Ahead, Titanic Presence
Flairs: Apocalyptic Rain, Ritual Magic, Sorcery (Purview: Sky), Weather Tyrant
Drives: To cause storms and chaos.
Primary Pool (11): Feats of Magic, Getting out of Dodge
Secondary Pool (9): Dance
Desperation Pool: 6
Health: 5
Initiative: 7
Ravyn Silverhair, The True Diana, Scion of Nyx
You don’t spend multiple decades as the leader of a coven comprised entirely of self-obsessed witches
without learning to spot when someone plans to stab you in the back. Sure, Ravyn knows that Matthew
Reeder (see p. XX) isn’t what he seems, and she’s started to figure out exactly what he’s planning.
Anyone who thinks she’s fooled about what he plans for her, and her followers, is deceiving themselves,
though. Her cult may not know the full extent of it, but Ravyn knows that the moment she no longer
proves useful to Matthew, he plans to turn his cult against her cult and slaughter them all.
Unlike Matthew, however, Ravyn doesn’t plan on lingering in this stage of half-finished transcendence
one moment longer than necessary. And after she completes Apotheosis, well, then she’ll just rewrite
history so he always served her, and his cult can feed her, either as new members or sacrifices.
Either option suits her just fine.

Archetype: Transcendent
Callings: Destroyer, Primeval, Tyrant
Purviews: Chaos, Darkness, Fertility, Passion (Insecurity)
Qualities: By Divine Right, Dominion (Water, Darkness), I Have Friends, Life Drain,
Rage of Herakles, Willful
Flairs: A Sea of Red Herrings, Calling the Mob, Divine Command, Enter Stage Left,
Mastermind, Molon Labe, Shadow Step
Drive: Keep Matthew from realizing how much she knows. Maintain control over
her coven and preserve a “pure” lesbian community untainted by anyone she
considers impure — bisexual women, transgender people, men…
EDITOR: THIS ANTAGONIST HAS A HIGHER THAN USUAL PRIMARY POOL FOR HER TEMPLATE,
OTHERWISE SHE’D BE GETTING A DOWNGRADE FROM A PREVIOUS VERSION OF THE
CHARACTER.

Primary Pool (11): Brainwashing, Divination, Lorecraft


Secondary Pool (9): Knives, Oration, Survival
Desperation Pool: 5
Health: 5
Defense: 5
Initiative: 6
Sebastian Fisher, Scion of Yayael
Sebastian spent his entire life hearing how great Yúcahu Bagua Maórocoti is, listening how much he
should worship the Zemí, when they did nothing to help their children through colonization to the modern
day. As earthquakes and storms hammered both Haiti and the Dominican Republic, Fisher lost it. He
founded the Antilles Self-Reliance Fund, which provides funding to those they believe to be abandoned
by the Zemí. He isn’t aware that he is an Incarnate Scion of Yayael, doing his work to discredit the
leaders of the Zemí. His ASRF tries to help people, sure, but most of its day-to-day actions is running
counter-protests against rallies led by the followers of the Zemí.
Fisher would balk at the idea of not being his own man, not making the choices of what he does fully of
himself at any point, even if Yayael doesn’t inhabit him anymore. More than anything else he wants the
people of the island to give up their worship of the Zemí, as they are not worthy of his people’s faith.

Archetype: Nemesis
Qualities: By Divine Right, Deadly Charm, Mystic Arsenal (Purview: Order),
Obigation, Willful
Flairs: Hidden by the Masses, Mastermind, Mirror, Mirror, Molon Labe, Rage of
Herakles, Retcon, Under Pressure
Drive: To undermine the leadership of the Zemí.
Primary Pool (11): Leadership, Rousing Speeches
Secondary Pool (9): Deception, Empathy
Desperation Pool: 6
Callings: Adversary, Leader, Tyrant
Purviews: Deception, Water, Passion (Outrage)
Health: 5
Defense: 4
Initiative: 9
Sherem Minaata Khan, A Being Familiar with Death who is Estranged from
Joy.
Born from the left arm of Atai Ulaan Tengri, Sherem Minaata Khan is a demon of great magical power.
When his body took form he had three round red eyes and a single fang in his mouth, his tongue hanging
down to his chest. Fueled by his father’s jealousy and mother’s hatred, he stalks the earth with his black
iron whip in hand. During the day he kills a hundred people, at night he poisons a hundred more.
Livestock are sickened by his mere presence.
This having happened the Titan Sherem Minaata rejoiced in the death and despair he wrought on the
World, descending to Tamu to revisit pain on those who fell to his wrath. When he emerges, the sky rains
blood when he approaches and fires burn everything to the ground in his wake. He revels in the
destruction he causes. He treasures the unending stream of Scions who dare fight him, striking them down
with his black iron whip or the poison emanating from his single fang.

Archetype: Godhead
Qualities: Indestructible (Blunt Wooden Weapons), Radiating Aura (Poison),
Titanic Presence, Vengeful Blood
Flairs: Apocalyptic Rain, Detonation (Whip), Plague Touch, The Resurrection of
Ba’al
Drive: Kill everything in the World and torment the souls of the dead.
Primary Pool (14): Hand to Hand Combat, Whipping
Secondary Pool (12): Causing Death, Despair, and Destruction
Desperation Pool: 8
Health: 10
Defense: 8
Initiative: 8
Extras: As a Godhead, when in his native Realm, Sherem Minaata is always one
Tier higher than the highest-Tier opponent. He is normally a Tier 4 entity and has
a target number of 6.
Raining Blood. Before Sherem Minaata Khan manifests in the World, the sky turns
crimson and blood from his past victims fall from the sky. This rain lasts until he
uses Apocalyptic Rain or leaves the area.
The Sons of Porphyrios
Yam, the Ilhm Primordial of the ocean’s swallowing void, has created many Scions and many titanspawn
in his long life. One of these days, he swears, he’ll create one capable of taking down Ba’al.
Approximately 1500 years ago, one of Yam’s sons, a titanspawn orca who the inhabitants of
Constantinople named Porphyrios, terrorized the shipping lanes of the Mediterranean. While often
portrayed as a mindless monster, the massive killer whale very specifically targeted Ilhm trading ships
above all other targets. He loved to smack his massive tail in the water next to lighter craft, unbalancing it
and tipping the occupants into the water. Tail smack becomes tasty snacks falling into his ocean.
Eventually, he beached himself accidentally when he chased a pod of Dagon’s beloved mermaids too
close to the shore — an act which the mermaids claim as a proud achievement to this day — and got
caught up in the breakers. Once he got stuck in the mud, the mermaids sang and whistled for fishermen,
who dragged Porphyrios up the shore and put him down with their hand axes before having a massive
whale roast right there on the beach.
Porphyrios sired several children within local orca pods, and his descendants carry on in his name.
They’re exceedingly intelligent even for orcas, and the tales of their great forefather pass on from
generation to generation, as do his favored methods for capsizing vessels. The Sons of Porphyrios sing
songs of The King of Keel-Splitting, a haunting melody which Mediterranean sailors have come to dread.
The lead of the orca pod, Pirithous, has become deeply enamored of Nicostratus (see p. XX). He wants to
help the Scion of Ares sink things, and not just because sinking things is fun. The rest of the pod is
concerned about the amount of affection he’s carrying about; it could get in the way of their pod unity.

Archetype: Titanspawn
Qualities: Armor Piercing, Apocalyptic Presence, Astride the World, Dominion
(Water), Tough as Nails, Unstoppable, Vulnerability (hand axes)
Flairs: Clearing Space, Dread-er Gaze, I Have Friends, Knockout, The Resurrection
of Ba’al, World Shaking
Drive: Destroy ships. Cause trouble on purpose. Exalt the memory of their father.
Help Nicostratus sink things.
Primary Pool (13): Swimming, Tail Smack
Secondary Pool (11): Aquatic Carousing, Sinking Things
Desperation Pool: 7
Health: 10
Defense: 4
Initiative: 10
The Splendid Gentlemen
Among the Ilhm, the trickster Gad straddles the line between Titan and God, especially regarding the
methods she uses in order to accomplish their ends. The Splendid Gentlemen stand as evidence of the
means Gads will use to accomplish his ends. Gad’s secret society of investigators, assassins, and
defenders began in Carthage the day after the exposure of child sacrifice at Ba’al Hammon’s temple.
They exist to sniff out even the slightest whiff that any of the Ilhm have started to wander down unsavory
paths again, and, barring such events, to protect marzehs across the World.
Despite their name — which Gad assures them is a truly lovely pun in a lost dialect of Phoenician —
there are Gentlemen of all genders and presentations. When not on missions, they dress more finely than
peacocks, dapper and suave, in all the colors of the rainbow. To see a Gentleman in the dappled dark grey
clothing which permits them to blend into the shifting shadows of the night is to witness a terrible sight
indeed.
Some very lucky Scions might find themselves assisted by the Splendid Gentlemen, should their ends and
the ends of the Gentlemen coincide. Make no mistake, however, the Gentlemen are not on that Scion’s
side. They are on the side of the Ilhm and their people, as determined by their divine patron.

Archetype: Paragon
Qualities: Deadly Charm, Diplomythic Immunity, Load-Bearing Villain, Obligation,
Perfected Soldier
Flairs: A Sea of Red Herrings, Beauty Like Sugar, Death Curse, Enter Stage Left, No
VIP Says “VIP”
Drive: Protect the Ilhm and their followers. Follow the word of Gad.
Primary Pool (8): Investigation, Disguise, Stealth
Secondary Pool (6): Knives, Lying
Desperation Pool: 5
Health: 1
Defense: 3
Initiative: 4
Extras: Like all Paragons, The Splendid Gentlemen are Tier 1.
Swalpa Agarwal, Scion of Tṛṣṇā
Swalpa Agarwal was born of Tṛṣṇā’s tryst with the human man who founded the Cult of Tṛṣṇā, a sex cult
she used to satisfy her own desires. While Swalpa’s father is long dead, she has taken up the mantle of de
facto cult leader, despite any personal feelings she has towards her mother. Swalpa performs the role of a
dutiful daughter and keeps the cult up to date, using Tṛṣṇā’s current trending videos and internet
popularity as her recruitment platform. The cult has shifted gears from sex cult to Pālas hunting cult in the
last few years.
Swalpa has designs of her own, though. While she loves and respects her mother, she wants a place
within the Devás next to her divine family. She hates enacting her mother’s vendettas when she could be
getting worship and divine might next to her much more powerful family. To that end, she has been
working towards her own divinity, and will let nothing, and no one, stand in her way.

Archetype: Mythic
Qualities: Dominion (Passion - revenge, War), Mystic Arsenal, Omni-Oracular,
Willful
Flairs: Divine Command, Invocation, Molon Labe, Retcon
Drive: To achieve divinity at all costs.
Primary Pool (8): Commanding the Cult, Swaying the Masses
Secondary Pool (6): Seduction, Survival
Desperation Pool: 5
Callings: Leader, Lover, Tyrant
Purviews: Passion, War, Yidam
Health: 4
Defense: 4
Initiative: 5
Extras: Swalpa Agarwal is a Tier 3 entity with a target number of 7.
Tarasque
Horrible titanspawn birthed from the magical remains of the Tarvos Trigaranus, tarasques climb their way
up from the earth into the World. Their massive bodies look like scaled lions with a giant spiked tortoise
shell on their backs. They dig their way up from the ground, often near rivers or in low-lying areas. The
most famous tarasque lurked on the banks of the Rhône eating men and sinking boats as they tried to
cross. It was eventually slain by Martha, a Scion of Athena who tricked it into submission. Despite the
fact that tarasques are terrible titanspawn, the act did nothing to endear the Theoi to the Nemetondevos.
Tarasques are frightening beasts that breathe poison clouds and have sword-like teeth. They have a taste
for human flesh and eat people whole. While they don’t necessarily seek to cause destruction, their
insatiable hunger makes them terrible threats to any who encounter them.

Archetype: Goliath
Qualities: Apocalyptic Presence, Baleful Touch (poison breath), Natural Weapon
(poison breath, teeth),
Flairs: Second Wind, World Shaking
Threat: 5
Legend: 4
Size: 2
Narrative Scale: 5 (x200)
Extras: Tarasques are Tier 3 entities and have a target number of 7.
Thrymr
To hear Thor tell the story, his prized hammer Mjolnir mysteriously vanished from a well-protected keep
in Asgard without a single sign of burglary and reappeared 8 leagues deep in the frost giant Thrymr’s
mines. The fact that Thor and Loki traveled to Thrymr’s lands, married Thymr, recaptured Mjolnir, and
slaughtered all the jotnar present. The way Thrymr tells it, Thor wagered Mjolnir in a drinking contest
and lost, then married the king of jotnar to gain it back. Thrymr supposes Thor murdered him as violent
form of divorce, seeking to claim half of Thrymr’s riches, which notably included Mjolnir. But, despite
the frost giants’ violent reputation, murder is illegal under their laws, and while Thor’s violence may or
may not have ended their marriage, it certainly didn’t grant him the rights to Mjolnir. The king of the
giants wants his hammer and his husband back. And he’s going to get at least one of them. He’s already
Chosen Ferro (p. XX) to apply pressure to the Thunderer and collect every fragment of the shattered
version of Mjolnir they can find as well as petitioned Athena, Confucius, Odin, Pachacamac, and Skaði to
make a ruling on the issue.
Callings: Leader, Tyrant, Warrior
Purviews: Beasts, Earth, Epic Stamina, Epic Strength, Health, War

Archetype: Godhead
Qualities: Armor Piercing, By Divine Right, Immortal-ish (The destruction of
Jotunheim), Tough as Nails
Flairs: Player of Games, Second Wind, World Shaking
Drive: To get Thor or Mjolnir back.
Primary Pool (14): Mining, Rulership, Winning Contests
Secondary Pool (12): Caring for Horses and Dogs, Fighting
Desperation Pool: 8
Health: 10
Defense: 8
Initiative: 8
Extras: Thrymr is a Tier 4 entity, has a target number of 7, and has +2 difficulty to
actions to correctly identify someone.
Twrch Trwyth
Twrch Trwyth was once a prince in Britain who was cursed to become a boar for his unforgivable
indiscretions. If you were to ask Trwyth today what those sins were, he likely doesn’t remember, it’s been
so long. Whatever he supposedly did, he doesn’t agree with the judgement and has a huge chip on his
shoulder about it. Over the years, many people have sought him out for glory in battle, and each time the
boar has bested them.
The most famous of those who tried to best the boar and were summarily left humiliated was King Arthur
himself. While Arthur and his hunting party were able to eventually steal grooming implements from
Twrch Trwyth’s head, it wasn’t without a high mortality rate and a chase that took the group all over the
islands that are now Britain and Ireland. In the end, Twrch gave over the comb and scissors he had been
keeping and escaped into the sea near Cornwall with both his piglets and the hunting dogs used to find
him. After that episode, he trusts no one, especially not those associated with the Gods. He violently
defends his den from interlopers and even seeks out heroes and demigods to kill in retribution for how he
has been treated over the years.
Twrch Trwyth has razor sharp bristles laden with poison, which he can spray from his body with a furious
shake. His seven children take after him, and they will run to his side if he’s ever threatened. He isn’t
completely unreasonable and can be talked down from a fight if anyone is willing to appease his bruised
ego.

Archetype: Transcendent
Qualities: Apocalyptic Presence, Immortal-ish, Martial Artist (Heroic), Natural
Weapons (Tusks), Regeneration
Flairs: Detonation (Ranged Poison), Second Wind
Drive: To gain revenge against the Gods.
Primary Pool (9): Fighting, Running, Swimming
Secondary Pool (7): Poisoning, Negotiating
Desperation Pool: 5
Health: 5
Defense: 5
Initiative: 6
Extras: Twrch Trwyth is a Tier 3 entity and has a target number of 7. He has +1
Enhancement to fighting and swimming. He is never far from one of his kin, who
will immediately come to his aid if he is in trouble.
Twrch Trwyth’s Piglets
Each of Twrch Trwyth’s piglets is a dangerous beast in its own right. They fight together and come to
each other’s aid with merely a cry. They might not be as dangerous as their father, but they are nothing to
scoff at.

Archetype: Nemesis
Qualities: Apocalyptic Presence, Martial Artist (Heroic), Regeneration
Flairs: Detonation (Close Combat)
Drive: To protect each other and Twrch Trwyth.
Primary Pool (11): Fighting, Running
Secondary Pool (9): Swimming
Desperation Pool: 6
Health: 5
Defense: 4
Initiative: 9
Warrior Women of Matininó
Trained to serve their master, Guahayona, they are as much his lovers and servants as they are his
standing army, ready to throw down their own lives and more than willing to throw down yours with a
single word from their leader or anyone else they’re assigned to guard or follow. They believe Guahayona
to be not only the rightful leader of their culture, but that of the Taíno people. As evangelical as they are
combat ready, they will promote the virtues of life on Matininó as a paradise untouched by the horrors
and blights of modernity. There is not pollution on Matininó, nor is there car traffic, nor annoying tourists
who decide to stand in the middle of a busy street. Beyond all that, however, the Warriors of Matininó are
trained to be among the toughest warriors in the Caribbean, on par with the Amazons or Valkyries.

Archetype: Titanspawn
Qualities: Armor Piercing, Imposing Presence, Mystic Arsenal (Purview: War),
Perfected Soldier (Close Combat), Sure Footed, Tough as Nails, Unstoppable
Flairs: Bringing the House Down, Knockout, Second Wind, Penetrator, Under
Pressure
Drive: To defend Guahayona and his interests.
Primary Pool (13): Close Combat, Endurance
Secondary Pool (11): Strategy, Tracking
Health: 10
Defense: 4
Initiative: 10
Whirling Storm Spawn
Tornadoes, whirling storms, and other small disruptions of the air come from either Juracán’s movement
across the Pacific into the Gulf of Mexico, or from Guabancex herself as she spits wrath and ire at the
Zemí. Most of the time these whirling storms are short lived and die out after accomplishing their given
duty. Sometimes, though rarely, a spawn will linger, growing in power, until their destructive force must
be dealt with. While seemingly forces of nature, these spawn are not mindless entities. They have
instructions from their creators on where to go, and what to do. Sometimes it’s information gathering
missions, other times it is pure destruction.
Scions of Juracán or Guabancex, and other storm Titans, may find these creatures helpful as short-term
minions to spy on rivals or to kick up a little heat for an enemy. Other times, they find the storms care
little about their wants or needs unless they align with the storm’s instructions. Otherwise, the Scion is
simply another obstacle in the way of their goal.

Archetype: Rival
Qualities: Flight, Invulnerability (mundane weapons), Unnatural Behavior
(destroying buildings), Willful
Flairs: Knockout, Spray and Pray, Weather Tyrant
Drive: To destroy their intended target.
Primary Pool (9): Chaos, Destruction
Secondary Pool (7): Throwing, Hiding in Plain Sight
Desperation Pool: 5
Health: 3
Defense: 3
Initiative: 6
Extras: Whirling Swarm Spawn who last for more than a few hours can upgrade to
the Demigod Transcendent template, modifying pools and Tier accordingly and
gaining the Dominion (Sky) and Omni-Oracular Qualities.
Wombyn of the Moon-Water, Unwitting Titanic Cult
Thirty-three years ago, Ravyn Silverhair (see p. XX) founded a Dianic cult in the Pacific Northwest.
They’ve supported themselves over the past three decades and change via their homemade soap and a
small publishing house — MoonWater Press — which mostly publishes Ravyn’s writings and the words
of sympathetic authors, as long as those authors are also cis women.
Their activities expanded immensely with the advent of social media: the Nymphstagram and Mumblr
accounts of the cult itself and its members prove continually useful for spreading their restrictive
worldview to a new generation. Young women conceived by high-ranking members and extremely
carefully chosen sperm donors now operate those social media accounts. They search for isolated young
women online, especially lonely young cisgender lesbians, and love-bomb them before introducing them
slowly to gender-essentialist and exclusionary rhetoric. Since they’ve allied themselves behind the scenes
with Clear Light Church (p. XX) and its leader Matthew Reeder (p. XX), those social media mavens have
had their hands full both denying the connection and utilizing the cash and political connections they’ve
gained to expand their reach.
As Ravyn gets older — she was called ‘Silverhair’ in 1990, after all — and closer to Apotheosis, her iron
grasp on the cult slips. Younger members question the alliance, and a small group of die-hard converts,
recruited from Mumblr, found a very risky way to advance their own secret knowledge. The very best of
them have learned a secret means of dying and rising again, bringing back information from the
Underworlds to which they travel. Each time they descend into the Underworld, they bring back more
secret knowledge about the cult’s origins. They’ve already discovered where Ravyn literally buries the
bodies of cult members who try to leave, but Ravyn managed to smooth that over by claiming the bodies
belonged to men who attacked the Wombyn. She’s still looking for Cas Athens, who she knew as
Cassandra.
Sooner or later, one of the Wombyn will uncover their leader’s true parentage.

Archetype: Paragon
Qualities: A Cage of Words, Helpless Fascination (Dianic Imagery), Institutional
Disbelief, Tough as Nails
Flairs: The Dying and Rising God, I Have Friends, Molon Labe, Seeing Red
Drive: Support Rayven. Create a “pure” matriarchy populated only by XX-
chromosome humans. Protect the cult from accusations they’ve “sold out” due to
their alliance with Clear Light Church.
Primary Pool (8): Almost-True Lore, Propagandizing, Self-Defense, Woodlore
Secondary Pool (6): Grappling, Midwifery, Stealth
Desperation Pool: 5
Health: 1
Defense: 3
Initiative: 4
Extras: Members of the Wombyn are Paragons, they are Tier 1.
Wǔdāng Clan
The Wǔdāng Clan are a group of ten rappers and devoted practitioners of Wǔdāng kung fu. The long-
standing rivalry between Shaolin and Wǔdāng schools is legendary, and the association often makes
outsiders assume the Wǔdāng Clan are enemies of the Pālas, with whom Shaolin is associated. They’re
not. They’re mercenaries, looking after their own interests, one of which is their collective bank balance.

Archetype: Nemesis
Qualities: A Cage of Words, By Divine Right, Deadly Charm, Group Tactics Honor
Bound, Martial Artist (Heroic) Mystic Arsenal (Sword unique to the clan member)
Flairs: Hall of Mirrors, Hidden in the Masses, Mirror, Mirror, No VIP Says “VIP”, On
Your Feet
Drive: Stop practitioners of Shàolín kung fu from teaching the Wǔdāng Sword
style.
Primary Pool (11): Rap Battles, Swords
Secondary Pool (9): Educating, Martial Arts
Desperation Pool: 6
Health: 5
Defense: 4
Initiative: 9
Extras: Wǔdāng Clan Ain’t Nuthing ta Fuck Wit. Alone, the ten members of the
Wǔdāng Clan are lethal physical and verbal combatants. In greater numbers
they’re devastating, gaining a +1 Enhancement to combat rolls for each other full
member involved, to a maximum of +4.
Xecotocach
When some of the people of wood failed to offer their creators praise, U K’ux Kaj sent floods to drown
them, followed by cursed domestic animals and household items to finish off the survivors. The ones who
looked to Vucub-Caquix and gave him praise received a harsher fate. The God of Wind and Storm sent
monstrous beast to maim, kill, and devour those devoted to “7-Macaw”. Many have noted the cruel sense
of humor in sending birds to attack the followers of a bird God.
Forgotten and abandoned by their creator, these house cat sized hummingbirds were unable to
differentiate the people of mud and wood from the humans shaped by Q’uq’umatz hands and given life by
her blood. Beautiful yet deadly, Xeocotocach swoop down from the sky when they spot a mortal looking
upward, driving their needle like beak into the eye to feed. When these birds are in the area, sunglasses
provide protection from more than the sun’s rays.

Archetype: Foe
Qualities: Flight, Natural Weapon, Twitchy
Flairs: Here I Come
Drive: Eat human eyeballs.
Primary Pool (7): Sneak Attack, Strike
Secondary Pool (5): Dodge, Hide
Desperation Pool: 3
Health: 1
Defense: 1
Initiative: 4
Extras: Watch the Eyes (1-3s) Xecotocachs’ attacks target the eyes. Targets are
inflicted with the Blind Condition for a number of actions equal to successes.
Spend 1 Tension to make it a Persistent Condition.
Yam’s Titanspawn
Born of the sea and the fury of a deposed God, these serpents bring lashing storms and forty-foot waves
all across the seas. Yam might have it out for Ba’al (either or both Ba’als) in particular, but his spawn
cause problems for everyone. These serpents can range in size from simply huge sea creatures to
gargantuan entities that could fill a sea from bottom to top. At one point in time, thousands of these
creatures crashed against the shores of Lebanon, Israel, and Syria, but Anat and Ba’al Hadad along with
other Ilhm have sent their Scions to deplete their numbers time and again. Yam continues to churn them
out, but the waves of Heroes seeking glory never seem to stop, and continue to outpace his efforts.
Yam’s Scions have very little to fear while traversing the seas, but his titanspawn don’t seem to care one
way or another who is allied with their creator. His fury races through them, which makes them
disinterested in anything other than destruction and mayhem.

Archetype: Titanspawn
Qualities: Apocalyptic Presence, Armor Piercing, Unstoppable, Willful
Flairs: Knockout, Weather Tyrant
Drive: Destroy any who enters their territory.
Primary Pool (13): Creating Storms, Sinking Ships
Secondary Pool (11): Destruction, Swimming
Desperation Pool: 7
Health: 10
Defense: 4
Initiative: 10
Extras: Yam’s titanspawn range anywhere between Size 2 and Size 7. Larger
titanspawn may upgrade to the Mythic template, changing out their pools and
Tier accordingly and gaining the Dominion (Water) Quality.

 
 
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Chapter 4 
 
 
 
© 2023 Onyx Path Publishing
Birthrights and Antagonists 
“You may encounter many defeats, but you must not be defeated. In 
fact, it may be necessary to
Mandurugo prefer the form of a bat-winged monster with sharp claws and elongated tongues but they can 
take the shape of a do
At Hero Tier, Titanic Scions are likely to have one of these giants as a follower. While not as strong and 
personable as the
corrupted Ankou serve the Nemetondevos Titan and his Scions. As guides, the Ankou are mostly 
concerned with the dead and dyi
and both occasionally leave the Underworld for a break or to do Si Siburanon’s bidding elsewhere. Where 
one is, the other is
This Terra Incognita is an Otherworldly echo of Ireland. In it, Matholwch rules as king and God. His rule 
brings untold weal
Motif: Fly me to the moon and let me play among the stars. 
Requirement: The Scion must perform a favor to the Zorya once per
opponents. Gain +1 Speed Scale for travel until you reach your destination or the end of the session, 
whichever comes first.
Enhancement: 2 when attempting to intimidate or scare off negative or evil spirits 
Knack: This Relic grants you the ability

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