Collected Pantheons

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The Vanguard of Avalon Shining armor and flapping cloak, caves of crystal and spires of stone, the Vanguard of Avalon is a suit of motley in world-gone polyester. The Vanguard is far more historically rooted than almost any other pantheon and it claims members from across recorded history, everyone from the survivors of an ancient Welsh pantheon to Robin Hood to Queen Elizabeth, though it is uncontested, central pillar is King Arthur and his surrounding legends. Indeed, thanks to the recent return of Arthur from his long slumber and a renewed interest in the Arthurian myths, the Vanguard has seen a resurgence of power and is arguably stronger today than at any point in its history. Of course, the story has not been all silk favours. With the release of the Titans, the Vanguard of Avalon (then the Keepers of Camelot) found itself too weak without its king to hold back the tide of corruption and was forced to abandon their legendary home for the safety of Avalon, the Lady of the Lake's own personal Terra Incognita. Mercifully, that event finally triggered the awakening of Arthur, and, with a new name, the pantheon began marshaling its strength. It is only a matter of time before the Titans forever destroy the beautiful halls of their beloved Camelot, as the yet-prodigious power of the sword Excalibur, plunged into the Round Table in the throne room by Merlin, cannot hold back the corruption forever. Among pantheons, the Vanguard also makes a point of distinguishing itself with its emphasis on purity and goodness rather than mere strength. The Vanguard stresses the Old Code and pushes the other gods to work for the betterment of the world to turn it into an ideal of compassion and justice, though obviously making powerful godly beings play nice is easier said than done, and the members of the Vanguard themselves often find it difficult to live up to their ideals. They try, though, and in that, they take pride. In a way, this is also their weakness as their scruples and high-mindedness often get in the way of practical advance. For every battle they count as a victory got by stubborn adherence to principles, there is often at least on other lost for the same reason. Pantheon Virtues: Conviction, Loyalty, Purity, Valor. The Vanguard follows a code of chivalry that is composed of a great number of tenants of varying implication and two different knights may view their obligations slightly differently, making for something of an ongoing debate in the pantheon about what it means to truly be a knight. As such, members of the pantheon may freely choose Piety instead of Conviction, Duty instead of Loyalty, and Courage instead of Valor, or any combination thereof. Additionally, not all members of the Vanguard uphold Purity as particularly praiseworthy: Merlin and Morgan le Fey's Scions may freely replace it with Intellect, Queen Elizabeth and Arawn's may freely replace it with Endurance, and the Lady of the Lake and Robin Hood's may freely replace it with Harmony. The Vanguard

description

A collection of various pantheons for Scion. All credit to the authors. use in good health and humor.

Transcript of Collected Pantheons

The Vanguard of Avalon

Shining armor and flapping cloak, caves of crystal and spires of stone, the Vanguard of Avalon is a suit of motley in world-gone polyester. The Vanguard is far more historically rooted than almost any other pantheon and it claims members from across recorded history, everyone from the survivors of an ancient Welsh pantheon to Robin Hood to Queen Elizabeth, though it is uncontested, central pillar is King Arthur and his surrounding legends. Indeed, thanks to the recent return of Arthur from his long slumber and a renewed interest in the Arthurian myths, the Vanguard has seen a resurgence of power and is arguably stronger today than at any point in its history.

Of course, the story has not been all silk favours. With the release of the Titans, the Vanguard of Avalon (then the Keepers of Camelot) found itself too weak without its king to hold back the tide of corruption and was forced to abandon their legendary home for the safety of Avalon, the Lady of the Lake's own personal Terra Incognita. Mercifully, that event finally triggered the awakening of Arthur, and, with a new name, the pantheon began marshaling its strength. It is only a matter of time before the Titans forever destroy the beautiful halls of their beloved Camelot, as the yet-prodigious power of the sword Excalibur, plunged into the Round Table in the throne room by Merlin, cannot hold back the corruption forever.

Among pantheons, the Vanguard also makes a point of distinguishing itself with its emphasis on purity and goodness rather than mere strength. The Vanguard stresses the Old Code and pushes the other gods to work for the betterment of the world to turn it into an ideal of compassion and justice, though obviously making powerful godly beings play nice is easier said than done, and the members of the Vanguard themselves often find it difficult to live up to their ideals. They try, though, and in that, they take pride. In a way, this is also their weakness as their scruples and high-mindedness often get in the way of practical advance. For every battle they count as a victory got by stubborn adherence to principles, there is often at least on other lost for the same reason. Pantheon Virtues: Conviction, Loyalty, Purity, Valor.

The Vanguard follows a code of chivalry that is composed of a great number of tenants of varying implication and two different knights may view their obligations slightly differently, making for something of an ongoing debate in the pantheon about what it means to truly be a knight. As such, members of the pantheon may freely choose Piety instead of Conviction, Duty instead of Loyalty, and Courage instead of Valor, or any combination thereof. Additionally, not all members of the Vanguard uphold Purity as particularly praiseworthy: Merlin and Morgan le Fey's Scions may freely replace it with Intellect, Queen Elizabeth and Arawn's may freely replace it with Endurance, and the Lady of the Lake and Robin Hood's may freely replace it with Harmony.

The Vanguard

Merlin AKA: Myrddin Wyllt, Merlinus Caledonensis Description: The Wise One, The King’s Advisor, the Old Man, Merlin has had a number of epithets over the years, some less respectful than others. Perpetually old, bearded, and wearing a pointy hat, Merlin has proven to be the archetype of The Wizard across the ages. Though born to a human woman, his father was an incubus, and it was only through an exorcism performed by the Lady of the Lake upon his birth that he was made merely twisted instead of downright evil. Merlin engineered the births of Arthur and Queen Elizabeth (and actually adopted them as his Scions) and served as advisor to both. Since escaping from his imprisonment in his Crystal cave around 1000 AD, Merlin has served as the advisor to kings, prime ministers, presidents, CEOs, universities, and even the odd hospital or church bake sale. Wherever he is, Merlin is always sitting in the background, carefully arranging the details without getting his hands too dirty. He particularly enjoys adopting Scions from deities of other pantheons to give himself footholds across the Overworld. Merlin mostly adopts Scions who have a fair level of intelligence but stress other skills more, and as such tend to be a rather diverse lot. After all, he needs hands, not more heads (who would only serve to disagree with him). That said, he does sire a scion of his own from time to time, and they tend to come out a lot like him, though generally kinder, more idealistic, and less Machiavellian. Associated Powers: Epic Intelligence, Epic Manipulation, Epic Perception, Animal, Fertility, Illusion, Magic, Mystery, Questing, Prophesy. Abilities: Academics, Animal Ken, Investigation, Occult, Politics, Science. Rivals: Morgan le Fay; Thoth, Athena, Hera, Odin, Ogma, Huang Di. The Lady of the Lake AKA: Viviana, Nimue, Nyneve Description: Though she has been known to perform an exorcism or two, the Lady of the Lake is hardly made of sugar, spice, and everything nice. She is old, powerful, and frequently bored: she raised Nimue and Lancelot on a lark, agreed to spend a millennium healing Arthur just for the challenge of it, and dips her fingers in mortal affairs as often as it suits her. Avalon itself is her realm, though with the second fall of Camelot she is more than happy to play host for the rest of the pantheon. She is among the best crafters of magical items anywhere, counting Excalibur among her triumphs, though a gift of a relic from the Lady of the Lake often caries a high degree of fate binding with it. Overall, the Lady of the Lake is as likely to hinder as help those she meets into contact with, though it is likely there is more than mere whim to inspire her mercurial favors. In the modern day, the Lady of the Lake has taken on very small but very powerful roles in Parliament, worked as a doctor in armies fighting good causes, played that university faculty member with the curiously-specific area of expertise, and even occasionally plays jewelry maker or smithy.

Her Scions all age incredibly slowly and have an affinity for the sea. They also tend to have a congenital boredom with life and will frequently do something rash just for the thrill and shock of it, though they have a weird sort of long-term patience, and very rare is the Scion of the Lady of the Lake who is especially violent. Associated Powers: Epic Manipulation, Epic Perception, Health, Magic, Moon, Prophesy, Questing, Water. Abilities: Art, Craft, Empathy, Medicine, Occult, Presence.

Rivals: Merlin, Morgan le Fay; Isis, Ptah, Hephaestus, Frigg, Shango, Brigid, Dian Cecht, Parvati. Galahad AKA: The Pure of Heart, the Greatest Knight Description: Where Galahad goes, goodness follows. The bastard son of Sir Lancelot and Elaine of Carbonek (the Fisher King’s daughter), Galahad is mostly human and remained so his entire life, achieving godhood instantly upon finding the Holy Grail. The best and most noble of all knights, Galahad lived a sinless and chaste life despite numerous temptations. Since his exaltation, Galahad has worked tirelessly for the side of good and still considers himself an ardent Christian, though his occasional proselytizing sometimes makes him a minor source of embarrassment for the pantheon as a whole. Today, Galahad serves frequently as a doctor (once even as the doctor the Catholic Church keeps at Fatima), though he also spends much of his time as a volunteer worker at homeless shelters, speaking to teens about abstinence, and searching for lost relics for use in the war against the Titans. He tends to spark stories of miracles wherever he goes. Galahad’s adopted scions are often much like him. Though they are inevitably less pure than he is, he nevertheless showers them with as much love and attention as he can. He also makes a point of adopting "bad eggs” that he hopes to rehabilitate, sometimes with greater or lesser success. Associated Powers: Epic Appearance, Epic Stamina, Epic Strength, Guardian, Health, Questing, Sun. Abilities: Athletics, Fortitude, Integrity, Melee, Occult, Presence. Rivals: Robin Hood; Horus, Apollo, Baldur, Ogun, Dian Cecht, Lugh, Guanyin, Sun Wukong. Arthur AKA: King Arthur, Arthur Pendragon, and Arthur Many-Sword Description: Considered by many (including himself) to be the best, if not necessarily the most successful, of all the kings of England, the stories of Arthur’s life form the axis around which the

rest of the pantheon turns, and even Morgan le Fay finds herself unable to deny her debt to Arthur’s epic deeds. Arthur was the son of Uther Pendragon and the Lady Igraine (who was, in fact, an unawakened Scion of an unknown earlier druidic god, now long dead), a coupling set up by Merlin through a long and careful breeding project. He is the leader of the Vanguard of Avalon, though the chain of command is somewhat fractured and some of the members (*cough, cough Morgan cough*) only do what he says out of wartime necessity. Arthur lay in Avalon dead for centuries and it is only because of the war with the titans that England’s need has been great enough to wake him. He pines for Excalibur, though, finding him fated to swiftly break any other sword he wields in battle, and so carries a steel-reinforced golf bag full of cheap pawnshop swords at all times (so he does not feel bad when they shatter after every third or so blow). Arthur has not been around for, as long in the modern world as many of the other gods, so he has not had the time to take on as many roles. He spent some time as a certain British Secret Service double-0 agent, but he has also stepped in for the Prime Minister of the UK several times and owns a handful of carefully chosen businesses in England. Wherever he is, he is always on the precipice between spectacular success and failure brought on by overlooked minutiae. Arthur’s Scions usually find themselves destined for greatness, even those he does not awaken, though they equally usually find their designs bedeviled by crucial flaws. Strong and loud, his Scions are fearless leaders of men who take advice well but sometimes need a little more temperance than they find at their disposal. Associated Powers: Epic Charisma, Epic Stamina, Epic Strength, Guardian, Justice, Questing, War. Abilities: Athletics, Command, Fortitude, Integrity, Melee, Presence. Rivals: Morgan le Fay; Odin, Atum-Re, Zeus, Huitzilopochtli, Ogoun. Morgan le Fay AKA: Morgane, Morgain, Morgana Description: Known today as one of the primary authors of Camelot's destruction, Morgan le Fay is actually not the most antagonistic of Arthur's half-sisters! She started as an ambivalent figure, helping and hurting Arthur in turns while her power-hungry sister Morgause was the one who dogged him as much as she could. The whims of fate, however, moved Morgan into her sister’s place: now, she works against Arthur in a megalomaniacal attempt to usurp his place of power, using sorcery and seduction in turns. She did not give birth to Mordred, though she did adopt him after Morgause descended in power (who’s still around, somewhere, and hopping mad about what has happened), and though she has sired other children with Arthur on occasion (he finds it hard to tell when the barmaid he’s had his eye on all night is actually Morgan in disguise), none them have turned out to play a particular role in his fate, much to her dismay. That said, she has just as much interest in furthering the pantheon as any of the other gods of the Vanguard, so while she’s constantly in a race to claw her way to the top, she usually does what’s best for the pantheon over what’s immediately best for herself (reasoning that a long-term benefit to the pantheon is a long-term gain for herself).

In the modern day, Morgan has been a magic shop owner, a brothel matron, a Wiccan priestess, a jewel thief, an assassin, a mafia underboss, and a home wrecker. Wherever she is, she is always spinning everything to her advantage as quickly as possible, willing to do or have done anything if it advances her schemes. Her Scions are hardly less power-hungry or unscrupulous. Though they maintain a fierce loyalty to Morgan, they can rarely be counted on to help anyone else if it is not in their interest to do so. That said there is the odd duck who tries to take a more humanitarian approach, still vying for power but without taking others as mere stepping-stones. Associated Powers: Epic Appearance, Epic Manipulation, Epic Wits, Health, Illusion, Magic, Questing, Sky. Abilities: Animal Ken, Awareness, Larceny, Occult, Politics, Presence. Rivals: Merlin, Arthur; Isis, Aphrodite, Hermes, Freya, Erzuli. Robin Hood AKA: Robin of Loxley, the Earl of Huntington, Hobbehod Description: Though stealing from the rich and giving to the needy is hardly standard godly fare, Robin Hood found it his claim to fame. Born a mere man, Robin achieved a great many deeds in his lifetime as well as a commensurate amount of fame. Merlin foresaw his enduring popularity throughout the centuries and as such directed the Lady of the Lake to Knight him into the Vanguard to serve as another source of badly needed legendary sustenance for the pantheon. Robin has fulfilled that mission admirably and is well respected in Avalon, even if few of the members share any of his zeal for charitable theft. Robin has been in both Greenpeace and the Peace Corps and has held positions of power in several communist terrorist organizations. He has created a number of crime syndicates dedicated to his original mission of stealing for the greater good, though he has also done time as a stockbroker, a business executive, an open source advocate, and an internet pirate. Robin Hood’s most famous Scion was Guy Fawkes (who in fact had faked his death and has reached the level of demigod thanks to 400 years of revilement), though the majority of them are far less radical. His Scions tend to be kindly individuals with steel backbones who take an “ends justify the means” approach to helping others. That said, many of them try to work with the system rather than against it, and more than a few have renounced altruism entirely, fed up with constantly helping others. Associated Powers: Epic Charisma, Epic Dexterity, Epic Stamina, Epic Wits, Chaos, Darkness, Fertility, Questing. Abilities: Awareness, Integrity, Larceny, Marksmanship, Stealth, Survival. Rivals: Galahad, Queen Elizabeth; Shango, Tsumki-Yomi, Quetzalcoatl, Loki, Hermes, Bastet,

The Fisher King AKA: The Maimed King, the Rich Fisher Description: The Fisher King is the only god of the Vanguard of Avalon with a physical deformity. Struck in his thigh by a renegade knight wielding the Lance of Longinus, he was rendered invalid, impotent, and remained in great agony until Galahad, the purest of the knights, entered his court to remove his pain. Keeper of the Holy Grail on Earth, the Fisher King led a boring, painful life for centuries with little to do but think and fish. Though healed in full and capable of siring Scions, he remains unable to walk. In more recent times, the Fisher King has spent most of his time reliving the glory days of his agony in various armed forces infirmaries, always managing to swiftly sustain a small but tenacious wound which invariably flummoxes his doctors. He has also tried his hand as a museum curator and a collector of holy relics, but his primary job as the lord of the Vanguard underworld prevents him from spending too much time on Earth. The Scions of the Fisher King are a diverse lot. His impotence took longer to heal than the rest of his wound, forcing him to simply adopt Scions, but he has recently found himself fully rejuvenated in that respect and has started sowing his godly seed with abandon (though many of his Scions are eventually adopted by Galahad, Merlin, and Queen Elizabeth). His Scions tend to suffer from some form of intense personal anguish at some point in their lives, much to their bitter annoyance when they later find out why. His children are some of the best and most awkward lovers, the best and worst workers, the most and the least successful, and the softest and coldest hearts in the entire world. Associated Powers: Epic Charisma, Epic Perception, Epic Stamina, Death, Mystery, Psychopomp, Questing. Abilities: Empathy, Fortitude, Integrity, Medicine, Occult, Presence. Rivals: Arthur; Horus, Dionysus, Hades, Tyr, Xipe Totec, Izanami, Baron Samedi. Queen Elizabeth AKA: The Virgin Queen, Gloriana Description: After the death of Arthur and the entrapment of Merlin, the Vanguard of Avalon went through a period of internal turmoil and chaos with leadership passing erratically from one god to another, when there was any leadership at all. Even the escape of Merlin did little to settle the dust, as Merlin is fated to be a terrible leader. Coupled with the decline of the popularity of the Arthur legends during the Renaissance, Merlin decided to start a breeding program to produce someone who would serve as a strong leader until Arthur returned while also bringing more fame to the pantheon. Therefore, he cobbled together snatches of divine lineage from a number of sources and fixed the politics so that Anne Boleyn would eventually bear such a suitable child to King Henry XIII Elizabeth. After the “Virgin Queen” ascended to the throne, Merlin Knighted her, eventually serving as her advisor under the alias John Dee (designation

number 007…) until her “death,” at which point she became the leader of the Vanguard and brought peace and stability. Queen Elizabeth has been too busy with Overworldly matters to spend all that much time on Earth and now that Arthur is back she busies herself largely with tutoring him in modern politics, but she still dabbles in British government doings from time to time and has been known to crash Renaissance faires when bored (curiously taking only second place in look-a-like contests more often than not). Elizabeth is not, in fact, a virgin, but she has lived chastely her entire time as a god largely because of the cult of virginity that sprung up around her even during her life. She prefers to adopt strong women as her Scions, women who lead cautiously but can act with aggression when necessary. She does have a few male Scions, though they generally take more after her father, Henry the XIII, than her. Associated Powers: Epic Charisma, Epic Intelligence, Epic Manipulation, Epic Wits, Mystery, Questing, War. Abilities: Academics, Awareness, Command, Integrity, Politics, Presence. Rivals: Arawn, Morgan le Fay, Robin Hood; Damballa, Amaterasu, Tezcatlipoca, Odin, Hera, Horus. Arawn AKA: Earth-Mother, Béal, Dalon Ap Landu Description: Arawn is an old, old god, older than all the rest of the gods of the pantheon put together, he would say. The thing is, he does not really remember how old he is. He does not really remember much of anything of his past, actually; “Arawn” may not even be his real name. He does remember the blood, though, and the adulation cried deep into the night while firelight crackled against the standing stones. With the Roman invasions of England and the rise of Christianity, the Welsh gods from which Arawn comes grew dissatisfied with the modern world and went into a slumber to wait until a time when the world was once again ready for them. They underestimated Christianity's hold, however, and as the centuries crawled on far beyond their expectations, their unconscious forms became forced to mystically cannibalizing each other to survive. One day, however, Arawn found he just conscious enough to notice his surroundings: through no virtue of his own, belief in the old ways had begun resurgence, triggering his return as the only god left fit to receive the worship. While Arawn is still reeling from his centuries-long coma, the steady worship of Neo-Druidism is a balm to his soul. He’s none too happy about the lack of blood sacrifices, however, and how he has been forced to restructure himself to better fit this new worship has made the victory bitter-sweet. Today, Arawn has been a street beggar, a serial killer, a survivalist, a cult leader, a gentle Neo-Druid priest, a New-Age shop owner, and a farmer of organic crops. Arawn’s Scions tend to fall to one or the other wild extreme: either they love and worship nature and espouse pacifism and healthy living, or they hearken back to the old days of blood sacrifice and bitter revenge.

Associated Powers: Epic Stamina, Earth, Fertility, Fire, Moon, Questing, Sky, And Water. Abilities: Animal Ken, Brawl, Fortitude, Integrity, Larceny, Survival. Rivals: Galahad, Arthur; Geb, Poseidon, Zeus, Thor, Quetzalcoatl, Tlaloc, Raiden, Susano-O, Tsuki-Yomi, Damballa, Legba, Shango. Questing - Pantheon Specific Purview Though every Scion of every pantheon gets into adventures, no one makes it into the art form that the Vanguard has. They relish wandering the earth in search of wonders to view and quests to try and wrongs to right, almost without so much as a glance backwards. In short, the Vanguard makes Fate’s job that much easier, and they are recompensed for their zeal and daring. Title (Questing •) Dice Pool: None Cost 1 Willpower (see text)

However, what would a knight be without a special title with which to wage great campaigns and do deeds of daring-do? Upon taking this boon, the Scion chooses an alternate name, moniker, or title to be his own. This title can be anything he likes, but has to be at least slightly different from his actual name. For someone named Gregory Smith, for example, “Sir Gregory” would suffice (though “Sir Gregory of the Grey Star” would be better). Whenever traveling under this name, all Fatebindings are attached to it rather than the Scion’s actual name, and vice versa (and thus only affect the Scion when he travels under the name in question), and when boons, knacks, or other abilities which have variable effects based off the target’s Legend are used on the Scion with this boon who is traveling under his Title, they treat his Legend as if it were one higher than it actually is when advantageous to the Scion. On the other side, the Scion has a larger Fateful Aura when traveling under his Title, getting into trouble as if his Legend rating were one higher than it actually is. The Scion’s appearance also changes in slight, nearly unperceivable ways when he travels under his Title. Perhaps he seems more kingly, or craven, or maybe his face just has little cues here and there, which catch the light a little differently. The difference is just enough that most people most will not recognize him as the same person under most circumstances. The Scion chooses to travel under either his Title or his name at the beginning of each Story. Switching between his name and his Title costs a point of temporary Willpower, the switch does not require an action, though the Scion may wish to take the switch as an opportunity to Stunt. If someone Fatebound to the Scion is made to understand that the Scion's name and Title are the same person (like if the Scion switches between them right in front of them), the Fatebond transfers to the Scion's name and that person thereafter treats the Scion as always traveling under his name for the purposes of Fatebinding (so he still treats the Scion's Legend as one higher if he wants to use something on the Scion, for example). A single person can be Fatebound to both the Scion’s name and his Title, in which case the Storyteller chooses which Fatebound remains if the person realizes the Scion’s Title and name are the same person (though no matter what, the strength of the final Fatebond is at least as strong as the stronger of the original Fatebonds, or up to one level stronger at the Storyteller’s discretion).

Finally, though the Scion can sometimes get in over his head as a result of his increased Fateful Aura, Fate generally sows in mitigating factors to make the event bearable (a Hero-level Scion might come up against a fire demon suitable for a low-Legend Demigod, but perhaps it will be raining, preventing the fire demon from using his flame blast). Special: The Storyteller may wish to allow the player to swap out a favored Epic Attribute or Purview which the character hasn’t purchased anything in for one related to his Title for free, though this is strictly optional. Travelers Aid (Questing ••) Dice Pool: None Cost: None

Fate looks out for Scions of the Vanguard of Avalon, helping them get beyond the petty, mundane concerns of travel. Upon taking this boon, the Scion never again need worry about Fatigue from armor, and gains his Legend in bonus dice to (Stamina + Fortitude) Environmental Trauma, and Disease Virulence and Morbidity rolls. This bonus may also apply to other related rolls, at the Storyteller's discretion. (Something to keep in mind, though, is that Fate has been known to revoke the bonus to Environment Trauma rolls in order to force the Scion to a preordained location. This is rather rare, though, as Fate generally prefers its Vanguard scions whisked to the next part of their stories rather than bogged down by a little rain). Damsel’s Rescuer (Questing •••) Dice Pool: None Cost: None

Fate can be rather unoriginal from time to time, and it has a real voracity for stories about saving helpless women from castles. While Fate has become more progressive in the modern era, it still does not concern itself much with being unique. As such, a Scion who takes this boon gains a special pool of Legend points each Story, who he can only spend on actions directly, involved with rescuing a Damsel in Distress (who can be of either sex). Additionally, whenever the Scion successfully rescues a D.I.D., he regains Legend to his normal pool and a point of temporary Willpower. At Hero level, the special pool of Legend is equal to the Scion’s Purity (minimum one), and he regains one point of Legend upon a successful rescue. At Demigod level, the special pool is equal to two times his Purity (minimum two) and he regains two points upon a successful rescue. Finally, at God level, the special pool is equal to four times his Purity (minimum four), and he regains four points of Legend upon a successful rescue. Helpful Shelter (Questing ••••) Dice Pool: None Cost 4 Legend

No matter where a knight of Arthur’s court goes, no matter how remote and devoid of civilization, he can always count on finding a convenient pavilion just over the next hill in which to rest.

In order to use this boon, the Scion’s player deducts four points of Legend from the Scion’s pool and within five minutes of in-game time, the Scion will come upon some sort of temporary shelter appropriate to his Legend (a Scion of Galahad might have a spotless pavilion with blue flags, a Scion of Robin Hood might find a tree house, a Scion of the Lady of the Lake might find a large boat floating in a river, etc.). This shelter is large enough to sleep a number of human-sized creatures equal to the Scion’s Legend squared, though it can stable horses or garage other vehicles as well, if there is enough space (the shelter anticipates these needs and adjusts accordingly), and can be made smaller than the maximum possible size. The shelter comes complete with enough food for all inhabitants for three good meals. Sleep in the shelter is exceptionally restful, and anyone who gets a full night’s sleep regains a point of Temporary Willpower and either has two level of Bashing damaged healed in addition to usual healing rates, or downgrades one level of unhealed Lethal damage to Bashing, and it heals one additional level of bashing even if interruptions prevent them from getting an undisturbed slumber. Finally, the shelter helps (surprise!) shelter the occupants: they need not worry about normal weather conditions on the surface of the Earth at all, and gain five automatic successes on all other Environmental Trauma rolls while in the shelter. The shelter lasts until daybreak at which point it disappears, leaving its occupants sleeping peacefully on the ground, unless the Scion’s player spends four more points of the Scion’s Legend to extend the shelter until the next daybreak. Fruitful Wandering (Questing •••••) Dice Pool: None Cost 3 Legend

It is a familiar scene: the knight, lost and alone, searching in vain for the castle containing his prized McGuffin, bends over to take a drink from a stream, gets up and suddenly sees that the stream was actually a moat and he has arrived at his destination!

This boon is one of the more practically useful of the tools in the Vanguard’s arsenal. The Scion's player can activate it whenever the Scion is searching for a specific destination related to the Story and does not know exactly how to get there. The player spends three points of Legend from the Scion’s pool, and within five minutes of wandering, the Scion (and anyone traveling with him) arrives unexpectedly at the location. The Scion must have been wandering for at least a few hours beforehand (or for however much time the player and Storyteller can agree is appropriate) and must be within fifty miles per dot of Legend of the destination for this boon to take effect. He also must have a pretty good idea of where he's trying to go: "the Castle Elsinore" or "my friend Greg's house" are both acceptable, but "wherever my friends are being held" or "to the grail!" are not. Convenient Aid (Questing ••••• •) Dice Pool: None Cost 5 Legend

Talking swords, helpful strangers, wise old men, and friendly animals: these are just some of the ways Fate goes out of its way to help the Vanguard along. This boon represents coming upon unasked-for material aid. The Scion’s player spends the Legend, and within five minutes (or when next appropriate), the Scion comes upon and gains a collective number of Relic, Follower, Creature, and Guide Birthright dots equal to his Legend. Exactly what he gets is

up to the Storyteller, though the player is free to make requests, but the Birthrights must be useful and relevant to the Story. Therefore, when traveling to fight a Hydra-like monster, for example, a Legend 6 Scion might come upon a 3-dot Flaming Sword and five Amazons with torches, or perhaps a Valkyrie Horse and a mortal Guide who knows all about mythical beasts from Greco-Roman myth.

This boon can only be used once per Story and the Birthrights gained from it go away at the end of the Story, though the Storyteller may give the Scion the same Birthrights from use to use, and the player and the Storyteller may want to work something out to make a particularly enjoyable Birthright gained this way permanent.

The Storyteller may wish to gift the Scion with the temporary companionship of another Scion instead of a collection of Birthrights, in which case the companion Scion will have a Legend score equal to two less than the Scion's. Though this character will generally give the Scion aid, he or she has still his or her own agenda and is under no particular compulsion to obey the Scion's orders. Hammer of Fate (Questing ••••• ••) Dice Pool: None Cost: 10 Legend + 1 Willpower

Occasionally, Fate cuts with the subtle crap and rams its Vanguard Demigods into what it wants them to do like a Mack truck.

When a Scion activates this power, he is immediately given perfect aid by Fate. For the remainder of the scene, Fate pronounces this Scion's role or goal in the occurring scene (chosen by the Storyteller). The pronouncement must be of benefit to the Scion and must be relevant in his successful completion of the scene. The Scion is immediately aware of what he is fated to do, becoming an extension of the prophecy itself. When performing any action dictated by Fate to be directly relevant to completing his role, the Scion always achieves at least the minimal number of successes to succeed, even if he rolls fewer. The prophecy must be simple, able to be fulfilled in that scene, and somewhat important to the completion of the Story, if not directly relevant to the completion of the Cycle.

Example: Rogerios, Knight of Cambridge, is to duel an evil lord for control of the fiefdom. Rogerios is pronounced by Fate to defeat the evil lord while on horseback with his lance. If Rogerios were to charge the evil lord on horseback, his attack would unerringly find its target, although he may be hit by the evil lord's lance in return, or avoid it entirely (as determined by the ST). After preventing a number of rolls from failing equal to half the Scion’s legend, this boon

ends. The boon also ends if the Scion does something other than pursue the prophesy. This power may be used once per Story and activating it counts as a Speed 3 miscellaneous action. The Scion is also Fatebound to whatever the Storyteller feels is most appropriate with strength equal to the number of rolls the boon prevents from failing. [Note: thanks to Nova Nailo for this one, since it is mostly his.] Godhood Title (Questing ••••• •••) Dice Pool: None Cost: None

Though all Knights of the Vanguard are blessed with a Title, the senior Knights are afforded superior Titles with greater legendary potency.

The Scion’s Legend is now also treated as one dot higher when he uses boons, knacks, or other abilities, which have variable effects based off the target’s Legend. If the Scion wishes, he can also choose to change his Title (“Sir Gregory of the Grey Star” might become “The Grey Starlight of Avalon,” for example), though this is optional and has no additional effect. He may also choose at this time to switch the phantom increases to Legend and Fateful Aura from his Title to his name, if he wishes to be better known by that than his Title. Knighting Ceremony (Questing ••••• ••••) Dice Pool: Charisma + Politics Cost: 20 Legend + 1 Willpower dot

Though the usual way the Vanguard adds to its forces is through good old’ fashioned procreation, they also have the ability to induct anyone of sufficient quality into their ranks. The target of this boon must be a mortal with a rating of 4 or above in at least two Attributes, a rating of three or above in at least three other Attributes, and a Willpower rating of at least 4 (each God generally has other requirements of those they consider Knighting as well, such as personality, moral rightness, royal lineage, the completion of a vigil or small quest, etc., but these are subjective and not necessary for the boon itself to function). The God then performs an hour-long ceremony, during which time he spends the Legend points and dot of Willpower. At the end of the ceremony, the target permanently becomes a Scion of the Vanguard of Avalon, though he only gains Birthrights if they are given to him and gains Questing as his only Associated Power unless the Storyteller deems that the Knight is especially destined for greatness, in which case he gains the Associated Powers given by the God who Knighted him. (Player characters, of course, are always so destined)

Depending on the God using it, this boon may take different forms. Perhaps a Scion of Arthur pulls out a sword, recites a lengthy speech, and taps the mortal on each shoulder, whereas a Scion of Morgan le Fey might perform a complicated occult spell, and a Scion of Arawn might meditate with the mortal in a grove and then smear freshly slaughtered deer's blood across the mortal's forehead. Players can also play characters brought to Scion hood through this boon, in which case the only mechanical difference from playing a natural Scion is that he must meet the Attribute requirements. Master of Fate (Questing ••••• •••••) Dice Pool: Manipulation + Occult + Legend Cost: 15 Legend + 1 Willpower

After sitting in the palm of Fate’s hand for so very long, the Scion—nay, the God!—finally gets to push Fate around a little. By using this boon, the God forces Fate to bring to a satisfactory resolution some small side-quest. This goal is simply achieved to the God's satisfaction, without the characters’ having to play through the scenes or roll the dice. Any small side quest up to but not including resolution of the main thrust of the Story (as distinguished from the similar effect of The Wyrd, which can resolve anything up to and including the Cycle, if everyone is willing) is fair game. The God may only use this boon once per Story, and its effects cannot extend into the Overworld unless the God is in the Overworld when he uses it.

New Virtue Purity

Purity represents a rejection of worldly pleasures in favor of spiritual gains. Scions who espouse this virtue tend to be charitable and surround themselves with minimal creature comforts. Their accommodations, meals, appearance, everything about them is modest, though they may well be wealthy either out of accident or necessity (one cannot be an effective philanthropist without first making money, after all), but they never pursue wealth for its own sake. Scions with a high Purity rating rarely have sex, and if they do it is only under the highest degree of propriety, and they never indulge in drug use (even moderate alcohol is an extreme rarity). Characters use Purity to resist seduction attempts or temptations towards worldly pleasures, resist attempts to manipulate the scion into cruelty, convince others of the value of chastity or temperance, help rescue others from threats to their chastity or temperance, prove their worth. A failed Purity roll allows a character to engage in extra-marital or improper sexual activities, take drugs, drink to excess, and allow others to indulge without a word. Virtue Extremity: Tyrannical Purgation. The Scion becomes consumed with hatred for impurity in any of its forms and will seek to purge it from the flesh of anyone he knows have committed impure actions, including himself, within the last 24 hours through physical violence or even death if necessary. Tyrannical Purgation lasts for one day or until the Scion has purged ten people per point of this virtue of their sins, whichever comes first.

The Old Ones The Old Ones The Old Ones The Old Ones ---- OverviewOverviewOverviewOverview

This Pantheon began in the fevered dreams of madmen and prophets. Little is really understood about many of the Old Ones and when asked about their age many reply that they existed simply Before. Some of the Gods believe that such beings are primordial Gods an early attempt for the Titans to create servitors. Although others think they may have not formed from the Titans at all, but rather from the sea of pure chaos from which the World was originally formed. They are perhaps the Gods least concerned with the pull of Fate. The Old Ones believe that only true understanding and a devotion to a primordial society are the keys to stopping the Titan’s advance. Individually their Scions often try to rip the veil of ignorance that has been thrown over humanities collective eyes and often with an almost religious zeal.

VirtuesVirtuesVirtuesVirtues: Piety, Intellect, Duty, Conviction

AzathothAzathothAzathothAzathoth (God of Chaos) AKAAKAAKAAKA: The Blind Idiot God, Nuclear Chaos, Daemon Sultan, That Hideous Name, The Lord of All Things

This Titan began outside the ordered universe, the chaotic half of a dual monarchy. It once sat in the center of the universe an amorphous blight of chaos. Within a great spiraling vortex was his black throne a place devoid of light and sensation. He cannot see and so he relies on the input of his servitors. Ultimately the mindless Azathoth has nothing of a goal to speak of; rather his actions are like those of a child varying from whim to whim. His consorts dance about him, shapeless playing a song they have never stopped: a muffled maddening beat of drums, accompanied by a thin monotonous whine of accursed flutes. Those who serve Azathoth do not speak his name and those who worship him often attempt to mimic the foul beating of his palace song. Azathoth holds a book filled with every secret name that ever was, whether he knows the truth within is a subject of debate. Spawn of Azathoth are rarely given names or even identity, most are forced instead to fend for themselves. Often times they act in a completely uncoordinated manner, although some Gods fear they may instead have some purpose yet understood. Associate PowersAssociate PowersAssociate PowersAssociate Powers: Epic Intelligence, Epic Charisma, Epic Appearance, Epic Wits, Chaos, Darkness, Stars, Furiae

Associate AbilitiesAssociate AbilitiesAssociate AbilitiesAssociate Abilities: Science, Integrity, Fortitude, Occult, Politics, Presence

YogYogYogYog---- SothothSothothSothothSothoth (God of the Gateways and Guardian of the Paths) AKAAKAAKAAKA: The Lurker at the Threshold, The Key and the Gate, The Beyond One, Opener of the Way, All-in-One and One-in-All, Tawil At-U’mr

When the World was young some Titans still found no reason to lock themselves within, Yog-Sothoth remained outside the World. He is as wise as Azathoth is mad and once surrounded the edges of the universe, the strongest half king of the Old Ones. The Gate is the point at which Titans emerged from the primordial chaos, where they divided primordial chaos from the World. Yog-Sothoth is at once the key and the guardian of the Gate. He often takes the form of a conglomeration of iridescent globes which throb eerily with the pulse of the stars. When he appears as a man it is always a silhouette hidden behind a shimmering veil. Among those that follow Yog-Sothoth they often find his statements and goals cryptic, his plans taking years if not decades to come to fruition. For Yog-Sothoth knows all that passes through his domain. Those who come seeking to find answers from him often learn more than they desire. Spawn that operate for the Yog-Sothoth serve at his beck and call, while power is his to give it often comes with the price of eternal service or powerful sacrifice. AssociAssociAssociAssociate Powersate Powersate Powersate Powers: Epic Strength, Epic Perception, Epic Intelligence, Sun, Psychopomp, Prophecy, Guardian, Sky, Furiae Associate AbilitiesAssociate AbilitiesAssociate AbilitiesAssociate Abilities: Academics, Awareness, Command, Investigation, Integrity, Science

ShubShubShubShub---- NiggurathNiggurathNiggurathNiggurath (God of Fertility) AKAAKAAKAAKA: The Black Goat of the Woods with a Thousand Young, All-Mother

The Wife of Yog-Sothoth, this Titan is still remembered as a pagan fertility God among those who still remember. While she walked among men great copper temples were built in her honor and heretical cults which defied the Gods simple faiths persisted long into the Roman era. When Shub-Niggurath takes form she often does so as a great black Goat delivering sustenance to those who call on her. Those who know say that her magic is powerful enough to raise

the dead, which Shub-Niggurath has done on occasion and her name can still be found in the incantation of spells that God and Scion use alike. From her husband she has two children the twin blasphemies Nug and Yeb. What servants Shub-Niggurath holds are unintelligent creatures or the dead. She is an enigma among the Old Ones and none are sure if she is in fact a God or Titan. Perhaps only Azathoth knows for sure and none have sought to ask him. Associate PowersAssociate PowersAssociate PowersAssociate Powers: Epic Stamina, Animal (Goat), Fertility, Health, Magic, Furiae Associate AbilitiesAssociate AbilitiesAssociate AbilitiesAssociate Abilities: Animal Ken, Athletics, Empathy, Medicine, Melee, Occult

NyarlathotepNyarlathotepNyarlathotepNyarlathotep (Messenger God) AKAAKAAKAAKA: The Crawling Chaos

While this Titan began as a servant to the Old Ones he has left that calling behind long ago. He now serves as a messenger of sorts and has made the transition to the modern day with much of his initial identity intact, something which few of those like him can claim. Nyarlathotep frequently walks the Earth in the guise of a tall, slender man. At heart he views himself as an educator. Part showman, part lecturer he strips away carefully constructed views of the World to reveal the often hideous and terrible truth. Azathoth still remains his master, of sorts. When the mad beast calls on Nyarlathotep he is quick to answer, whether it is because of the infrequency of these calls, some mutual understanding, or a sense of obligation is up to debate. Nyarlathotep delights in pushing mortals into madness they can not escape. He has few followers and prefers to operate alone and well hidden, out of some half realized fear that the Gods may cast him out again. For now propaganda remains Nyarlathotep’s greatest tool and he has managed to see the stories of the Old Ones have in part reached mankind, through the sordid writings of a half mad New England man. Associate PowersAssociate PowersAssociate PowersAssociate Powers: Epic Charisma, Epic Manipulation, Epic Appearance, Epic Wits, Animal (Cat), Chaos, Psychopomp, Furiae Associate AbilitiesAssociate AbilitiesAssociate AbilitiesAssociate Abilities: Awareness, Control, Empathy, Presence, Science, Stealth

CthulhuCthulhuCthulhuCthulhu (God of the Deep)

AKAAKAAKAAKA: Great Cthulhu, Dead Cthulhu, Dread Cthulhu, Q’thulu, Kthulhut, Thu Thu, Tulu

When the Sea was given breadth and depth to cover the young World Cthulhu reigned over its depths. He built cities which stretched from the ocean floor to the sky and populated them with his brood. Although he is an Old One he remains a distant cousin from those closest of kin, only taking time to spy on their actions from afar. His shape is like that of a great winged-cephalopod set amid a vaguely anthropoid design. While most Titans were contained in a prison built by the Gods Cthulhu was slain in the great struggle against them and his greatest city R’yleh was cast down beneath the waves. But while a God may die a Titan cannot and over the countless aeons Cthulhu has waited in foul R’yleh, dreaming of death that will not come and on occasion stirring. The return of his kin and the escape of the Titans revived Cthulhu and a collection of Titanspawn and ancient mortal cults which span the globe work feverishly toward his ascendancy. Prophecy proclaims that when the time is right Cthulhu will rise into a position which eclipses even Yog-Sothoth in power. If Cthulhu can be said to have a flaw it is his ambition, he does not trust his brethren and will do anything for his dream: the World that rejected him aflame with a holocaust of shouting, killing, ecstasy and freedom. Associate PowersAssociate PowersAssociate PowersAssociate Powers: Epic Strength, Epic Stamina, Epic Appearance (Hideous), Animal (Cephalopod), Moon, War, Water, Furiae Associate AbilitiesAssociate AbilitiesAssociate AbilitiesAssociate Abilities: Athletics, Brawl, Command, Craft, Fortitude, Survival

Furiae Furiae Furiae Furiae ---- The Purview of The Great Old The Purview of The Great Old The Purview of The Great Old The Purview of The Great Old OnesOnesOnesOnes

This Purview is derived from the metaphysical connection of the Old Ones to creation.

Each Old One is intimately related to a universal understanding which few can comprehend and fewer still can remain sane after such a grand epiphany.

Call of the StarsCall of the StarsCall of the StarsCall of the Stars oooo Dice PoolDice PoolDice PoolDice Pool: None CostCostCostCost: None

When the stars are right, falling into alignment a Scion with this boon can draw strength from such a powerful cosmological event. Once per story the user may declare that ‘the stars are right’. During this event, which lasts for a full 24 hours, all legend recovery through stunts, heroic deeds, or setting a virtuous example is doubled.

Parting the Scales That Blind Parting the Scales That Blind Parting the Scales That Blind Parting the Scales That Blind oooooooo Dice PoolDice PoolDice PoolDice Pool: Wits + Science CostCostCostCost: 1 Legend

By setting aside all assumptions and focusing on a target a Scion may reveal to them

hidden knowledge of the World. The use of the boon must be made clear to the target through some dramatic means (oration, hypnosis, showing one’s nature, a song, or a powerfully composed piece of writing) this requires a roll of (Wits + Science) as the user attempts to overwhelm the target. If the target is not directly in line of sight of the character the difficulty rises to 3. A target with higher Legend ignore the effects of this boon and those with an equal Legend rating resists with (Willpower + Legend + Integrity). If successful the target loses a number of points of willpower equal to the successes (remaining) and develops a temporary derangement (schizophrenia, mania, depression, etc chosen by the Storyteller) which last for the remainder of the scene. Particularly powerful uses of this boon may cause permanent damage or extend the effects at the storyteller’s discretion.

Awakening the Roar of Ages Awakening the Roar of Ages Awakening the Roar of Ages Awakening the Roar of Ages oooooooooooo Dice PoolDice PoolDice PoolDice Pool: Stamina + Integrity CostCostCostCost: 1 Legend + 1 Willpower

Through a carefully prepared ritual or a bout of quiet meditation the Scion may gain a

fraction of the knowledge of the World that was before mankind. It comes first as a trickle of noise and culminates into a terrifying cacophony of sounds. It takes a certain degree of self control to hold onto one’s identity so those that do use this boon never do so lightly. The character may then substitute his Legend rating for any ability he does not currently posses in excess of his Legend and counts his Legend twice of the purpose of resisting mental influence. This last for the remainder of the scene at which point the Scion makes a Willpower roll, success indicates he is left with a cryptic message (the location of a hidden ruin, the real name of the Child of Horus, "there is

another daughter of The Beyond One"), failure means nothing happens, and on a botch for the next scene the character is subject to his Nature's compulsion as though he were out of willpower. Created By: thespanishinquisition White Wolf Forums

The Elohim (Overview)

The Elohim may be one of the most powerful pantheons on Earth. Three different major world religions—Christianity, Islam, and Judaism—worship its patron god as the creator of all existence. For all the power that it grants the Elohim, however, it also cripples them in ways that most pantheons have never had to deal with.

The founder of the Elohim, YHWH, was never meant to be his own god. Rather, he was a member of an earlier pantheon, one that existed when the earth was still young. During the Titanomachy, however, many of YHWH’s fellow gods fell before the weapons of the Titans; many of those who did not converted to their side. When the war ended, YHWH was alone. Seeking stability in an untamed world, he appeared to a shepherd by the name of Abraham, while appointing various spirits to the rank of angels to aid him in spreading his message.

In time, YHWH’s pantheon grew. However, it grew too large and, by divine standards, too fast. By the end of the 4th century AD, it nearly encompassed the Roman Empire. By the end of the 1st millennium AD, it had spread throughout most of Europe. At the same time, those who worshipped him in different ways went to war with one another, claiming that their vision of YHWH was the right one. It was all too much for YHWH. Sometime during the 15th century, YHWH went insane. His son, Jesus, and his angels worked to aid him. They disconnected YHWH from the earth and set up a small province for him in Heaven, where he could affect nothing and nothing could affect him. For the past few centuries, the Elohim have worked at restoring their patriarch to some semblance of health. With the return of the Titans, however, the Elohim have begun to readjust their priorities. Jesus has sent his angels to sire children with his flock, so as to rally the power of his followers to strike back at the Titans. But will these Scions be able to channel the power of faith without breaking like YHWH did? Virtues: Conviction, Order, Piety, Vengeance (PDF updated 09 Sep 2007) Relations with other pantheons (Scionedit12)

The Elohim have a complex relationship with other pantheons, due in no small part to the struggle between mono and polytheisim in ages past.

The Elohim and the Pesedjet have a good working relationship due to two factors. The first is that the Pesedjet is one of the only major pantheons that they have not had many major clashes with. The greatest point of contention was the "enslavement" of the Israelites, a point that has been debated over wether they were slaves or workers, but one that always sparks a scholarly debate when it is brought up. The second factor is their combined enmity for Aten, the Pesedjet for their cultural connection, and the Elohim for the way Aten's goal of monotheism perverting the messages of the Elohim, and though they would never admit it in mixed company that they blame Aten for driving YHWH insane.

The Elohim and the Dodekatheon have a "neutral" relationship, due to christianity sweeping over the roman empire, and before that roman persecution of early christians. Though the old wounds have healed somewhat, and the Dodekatheon take solace in the fact that the classics were kept and taught, The point of contention in modern times is the fundamental difference between the Dodekatheon's uninhibited behaviour and the Elohim's more moralising one.

The Aesir has the worst relationship with the Elohim due to the "recent" clashes between the pantheon's followers. For the Elohim the viking attack on Lindesfarn is an atrocity that can never be forgiven, and for the Aesir the bloody and tyrannical persecution of the Northern peoples by Charlamagne is a slight of honor that the Aesir will not be quick to forgive. The greatest grudge the Aesir has with the Elohim is the fact that the Aesir blame the Elohim for their fate at Ragnarok. It is a historical fact that the story of Ragnarok was influenced by the belief in the Christian Apocalypse. The fact that the Elohim's followers not only warred and crushed the pantheon's proud followers, but also tied the pantheon itself to their fate has the Aesir on the wrong side of YHWH's children.

The Atzlanti has the second worst relationship with the Elohim next to the Aesir. The Atzlanti are still stinging over the Christian's conquistadors extermination of the Aztecs, even if it was Quetzalcoatl who engineered it. That being said the Elohim and the Aztec gods find common ground in the mexican christian faith.

The Amatsukami have a polite if distant relationship with the Elohim. The biggest sticking point is the Aum Shinrikyo attack on Japan which almost sparked a number of battles between Kami and angels.

The Loa and the Elohim have the best relationship between two pantheons due to the close merging of Catholic and Voodoo. Indeed Jesus is usually seen drinking with Baron Samedi every Saturday to help blow off the stress from his position, and Michael and Ogoun are often close partners in law enforcment out of a buddy cop flick. Uriel and Shango can often be seen as security guards together. Azrael A.k.a.: Esdras, Malak al-Maut

Azrael stands as a testament to the end of all things. He is the angel of death, who oversees and records the death of every being. His massive body is dotted with eyes. For everything that still lives or will live, there is an open eye; for everything that has ever died, there is a closed eye. It is said that when Azrael closes all his eyes, the world will end, and the book of life in which he records the deeds of the living and the dead shall be closed. Azrael occasionally makes sojourns to Earth, so as to better understand the beings whose lives and deaths he observes constantly. He has taken an unknown number of roles in mortal existence, but he usually tends towards those that allow him to observe the dying, such as hospice worker, nurse, or scientist. He has been described as being a sensitive soul who can’t seem to fully express his emotions around others. The Scions of Azrael follow their father in their habits towards life. They record, they observe, and they catalogue. They try to find meaning in the patterns of life. All the while, a sense of nihilism tugs at them. If all is going to end one day, like their father says, then why fight the Titans at all? Associated Powers: Epic Appearance, Epic Perception, Death, Mystery, Psychopomp, Zohar Favored Attributes: Awareness, Empathy, Integrity, Medicine, Occult, Science Rivals: Michael; Freyr, Hades, Izanami, Kalfu, Mictlantecuhtli, Thoth Gabriel A.k.a.: Jibril, Metatron

Gabriel serves as the voice of the Elohim. It is he who announced to Mary the birth of Jesus. It is he who revealed the Qu’ran to Mohammed. He carries a trumpet with hin at all times, one blow from which will supposedly herald the end of days. Needless to say, when Gabriel speaks, people listen. Gabriel usually serves as the Elohim’s intermediary, carrying messages to the other pantheons and to the mortal world. When he takes mortal form, he usually relies upon either his role as a messenger or his talents with his trumpet to make a living. He has been a blues musician, a delivery man, a communications officer, and a news radio reporter. No matter what guise he takes, Gabriel always makes sure that he can be heard loud and clear. Gabriel’s children bear their father’s innate magnetism. Whether speaking their own words or someone else’s, they will not allow their message to be defied. They take jobs as singers, speakers, authors, and preachers—anything that allows them to speak their mind and win the hearts of others. Associated Powers: Epic Appearance, Epic Charisma, Epic Manipulation, Psychopomp, Sky, Zohar Favored Attributes: Art, Command, Fortitude, Integrity, Marksmanship, Presence Rivals: Lucifer; Heimdall, Hermes, Legba, Sobek, Tsuki-yomi, Xipe Totec

Jesus A.k.a.: Joshua, Yeshua ben Yosef, Christ, Isa

Jesus was the first and only of his father’s Scions, created out of a necessity to bring the word of YHWH to the world. Jesus brought a message of redemption and hope to the world, while striking out at the sins he saw run rife through existence, especially amongst those who claimed to follow his father. In time, he gave his life to serve as a model to his father’s word, and ascended to Heaven to serve as YHWH’s right hand man.

Since YHWH’s collapse, however, Jesus has found himself in charge of running the Elohim. While the strain pulls at Jesus, he seems to be in no risk of falling to the dissonance that tore his father’s mind apart. After all, of the three major faiths that follow his father, only two regard Jesus as divine in any way, and one of them sees Jesus as a prophet, not a godling. The stress of managing the world’s most widely-regarded pantheon means that Jesus does not visit Earth often. When he does, however, he usually puts himself in positions of change and peaceful resolution. He has been a civil rights spokesman, a hunger strike leader, a preacher, and an union representative. Those who describe meeting him recall him as a peaceful, even-tempered individual on the whole, though prone to moments where his temper got the better of him.

Jesus rarely produces Scions, but the few that exist usually follow in their father’s footsteps. They are kind, peaceful individuals who work to aid the downtrodden and the scorned of the world. Deep within them, however, lies an anger that can be fearsome to behold. While the titanspawn come face-to-face with this ferocity most often, the Scions of Jesus often make a spectacle of demolishing those who preach hatred in their father’s name, either through words or through action. Associated Powers: Epic Charisma, Epic Stamina, Guardian, Health, Prophecy, Psychopomp, Water, Zohar Favored Attributes: Craft, Command, Empathy, Integrity, Melee, Presence Rivals: Lucifer; Apollo, Amaterasu, Damballah, Odin, Tezcatlipoca, Thoth Lucifer A.k.a.: The Devil, Eosphoros, Iblis, Morningstar, Samael, Satan Lucifer is beautiful, shining, and outwardly flawless, which makes his venom all the more potent. He was the first angel created by YHWH, meant to spread His light to the world and to drive away the darkness. Lucifer, however, began to question his place in the divine order. He led a rebellion against YHWH, and was cast out of Heaven for it. Lucifer was given domain over Hell, where wicked souls went after death.

In the time since his exile, Lucifer has made a good show of himself on Earth. Wherever there’s chaos to be provoked and illusions to be dismantled, Lucifer is usually there. He has appeared in the world as an anarchist, a reporter, a preacher whose corruptions inevitably come to light, a professional skeptic, and a television pundit. Lucifer deigns to tear aside the false ways in which humans perceive the world and show them the truth… even if it means leaving them utterly helpless.

Scions of Lucifer find their lives troubled. While they show a dedication towards the unvarnished truth on par with their father, they hate being associated with the greatest traitor in all of Abrahamic myth. Then again, some ask themselves, what if their father was right? Shouldn’t the world know? Associated Powers: Epic Appearance, Epic Charisma, Epic Manipulation, Animal (Serpent), Chaos, Psychopomp, Sun, Zohar Favored Attributes: Academics, Command, Empathy, Integrity, Presence, Stealth Rivals: Jesus, Gabriel, Michael, Raphael; Apollo, Atum-Re, Baldur, Kalfu, Tezcatlipoca, Tsuki-yomi

Michael A.k.a.: Mikha’il

Michael leads the armies of the Elohim against all possible foes. Unlike other war gods, however, Michael always acts as a gentleman. He may lead others in the arts of war, but that’s no reason for barbaric behavior. On the battlefield, Michael makes sure that the dead are treated properly and the captured are treated well, and brings his full wrath upon those who unnecessarily torment their enemies.

Michael finds himself preoccupied by the renewed war against the Titans, but sneaks down to Earth when he can spare it. After all, with all the conflict in the world, someone needs to make sure that the standards are being upheld. Michael has been a trainee in boot camp, a Red Cross volunteer, a terrorist dedicated to overthrowing a corrupted regime, and a protestor opposed to meaningless war. With his force of will and his tactical knowledge, few stand against him for long.

The Scions of Michael find themselves drawn towards combat. Be it military service or just a kung fu course at the Y, each Scion ends up having some sort of fighting experience by the time their Visitation comes around. At the same time, the Scions of Michael will be the first to point out the errors of combat. While it may be dangerous for a Scion to decry the war he’s fighting in, it’s better than staying quiet while others suffer. Associated Powers: Epic Strength, Epic Wits, Guardian, War, Zohar Favored Attributes: Awareness, Brawl, Empathy, Fortitude, Melee, Presence Rivals: Uriel; Ares, Huitzilopochtli, Ogoun, Raiden, Set, Vidar Raphael A.k.a.: Israfil

Raphael is the silent actor of the Elohim. Usually, he passes among humans unnoticed, healing them of illness and delivering them from suffering. He rarely announces his presence amongst mortals, preferring to work under the cover on anonymity. He has seen what mortal reverence has done for YHWH, and he will not risk the devotion of mortals if it would stay him from his course.

Raphael appears on Earth as a caretaker and a healer. He has been a member of Doctors Without Borders, a social worker, a physical therapist, a scientist, and a chemotherapist. Those who’ve worked with him describe him as an individual with an innocent’s soul and a professional’s devotion. Indeed, the reason Raphael hasn’t sired more Scions is that he seems more devoted to helping mortals than fighting the Titans.

Raphael always makes time to reveal himself to his Scions personally, but finds it more difficult to devote himself to them afterwards. While he feels he should be doing more, there are people out there in the world who cannot help themselves. After all, Raphael tells himself, they have ichor in their veins and Birthrights at the ready. What could happen to them? Strangely enough, many Scions of Raphael agree with their father. They are just as likely as their father to devote their attention to one problem entirely in an attempt to fix it, and can understand why their father would be so busy. Associated Powers: Epic Intelligence, Epic Manipulation, Guardian, Health, Sky, Zohar Favored Attributes: Brawl, Empathy, Medicine, Presence, Science, Stealth Rivals: Lucifer; Apollo, Baron Samedi, Hel, Izanagi, Osiris, Tlazolteotl

Uriel A.k.a.: Jacob, Oriel

Uriel stands vigil at the holy places of the Elohim. Poised at the gates of Eden with his flaming sword, nothing gets past him. When sent into the field by the other gods, he keeps a careful watch over his charges, making sure that they are safe and that all their oppressors get what is coming to them.

Uriel rarely leaves the gates of Eden on his own time, but even when he does, he rarely leaves the job behind. He has been a bounty hunter, a SWAT leader, a security guard, a federal prosecutor, and a vigilante. Those who work towards wicked goals rarely accomplish them while he stands watch, and those who have rarely live to do so again.

Uriel’s Scions let nothing get between them and that which they treasure. They bring all their firepower to bear against their targets, and will often give their lives to make sure that their quarries escape unharmed. While many of them bring their vengeance full bare upon their targets, some work to convince their enemies of a better way, hoping to redeem them towards a path of grace. Associated Powers: Epic Perception, Epic Strength, Epic Stamina, Fire, Guardian, Justice, Zohar Favored Attributes: Awareness, Fortitude, Integrity, Marksmanship, Melee, Survival Rivals: Raphael; Athena, Hachiman, Horus, Shango, Tezcatlipoca, Tyr Pantheon-Specific Purview: Zohar

The paradise of the Elohim is a place of eternal shining radiance. The light shines upon the deeds of good men, and drives away the sins of the wicked. When a Scion of the children of YHWH cloaks herself in the light of Paradise, few can question her grace. O Radiant Spectacle Dice Pool: Charisma + Presence Cost: 1 Legend (supplemental, if employed in conjunction with another Boon)

The children of YHWH have a record of communicating to humanity through spectacular mediums. The Scion may employ the light of Heaven in a similar fashion, either illuminating her body with its majesty or using it to communicate through another one of her Boons. If used personally, a halo of the purest white light surrounds the Scion. For the next minute, the Scion gains a +1 bonus to all Presence and Command rolls. Similarly, the Scion can employ this Boon through use of another Boon that allows her to manipulate an element. If the Scion uses Fire's Eye, for instance, she may pay one additional Legend to speak through the fire to another. Her voice comes across in a clear and magnanimous tone, and those who hear her cannot help but acquiesce. The Scion can employ Radiant Spectacle for two minutes in such a fashion, and gains a +2 bonus to all Command and Presence rolls made through the medium. Should the medium be destroyed, however, the Boon ends immediately, and the Scion can no longer communicate with her target. OO Banishment Dice Pool: Charisma + Presence Cost: 1 Legend + 1 Willpower

As Jesus drove Legion from his host, the Scion may use this Boon to cancel out any unnatural mental influence on another. The Scion rolls his dice pool against the strength of the effect that exerted the influence; should

he achieve more successes, the effect ends immediately. If the target is being actively influenced by another party, the Scion makes an opposed roll against the controlling party to break off the influence. OOO Uncloaked Radiance Cost: 2 Legend Dice Pool: Charisma + Presence

In legends, the seraphim cloaked themselves with six wings when visiting Earth, for if a mortal were to gaze upon them in their true form, their body would be reduced to ash and their soul would be carried away to Heaven. The Scion calls upon a portion of a seraph's power to illuminate the inner potential of his Legend, driving the wicked away with its wonder.

When the Scion manifests this power, their entire body turns to solid, tangible light that shines with such wonder that it makes it difficult for others to gaze upon her. Characters of lesser Legend who attempt to act against the Scion must succeed on a Willpower roll every time they wish to do so; even if they succeed on the roll to strike, they must take a -3 penalty on the actual attack roll. Characters of equal or higher Legend can spend 1 Willpower to negate the effects of the Boon, or else must make all attack rolls at a -3 penalty for as long as the power is active. The Scion can be struck and wounded, but cannot strike back without cancelling the effect. OOOO Rule of solomon (Scionedit12) Cost: 3 legend + 1 willpower Dice Pool: Command + Presence

Just as Solomon commanded demons to build his temple, so to can a scion use holy command to bind spirits to him. When a scion manifest this power he makes a Command + Presence roll while expending three legend and one willpower point. The character binds any number of titanspawn, and/or divine or semidivine spirits whoes legend is less than the scions. The number of targets that can be bound is equal to the scions legend score x the number of sucesses. The targets bound this way act as loyal followers for the rest of the scene. At the end of the scene the targets are released with thier willpower at zero and unable to attack the scion for up to one year after thier bondage. However the targets so bound reamain fatebound to the scion for a number of months equal to his legend. OOOO Rule of solomon (Mr._Sluagh) Cost: 3 legend + 1 willpower Dice Pool: Command + Presence

Just as Solomon commanded demons to build his temple, so to can a scion use holy command to bind spirits to him. When a scion manifest this power he makes a Command + Presence roll while expending three legend and one willpower point. The character binds any number of titanspawn, and/or divine or semidivine spirits whoes legend is less than the scions. The number of targets that can be bound is equal to the scions legend score x the number of sucesses. The targets bound this way act as loyal followers for the rest of the scene. At the end of the scene the targets are released with thier willpower at zero and unable to attack the scion for up to one year after thier bondage. However the targets so bound reamain fatebound to the scion for a number of months equal to his legend. OOOO Cast the First Stone (Mr._Sluagh) Cost: 2 Legend, 1 or more Willpower Dice Pool: Appearance + Empathy

By uttering a phrase that exemplifies his moral code within earshot of a target whose Legend is lower than his own, the Scion may temporarily implant his own morality in that person's mind. The target may resist with a Willpower + Integrity + [highest Virtue not shared by the Elohim] roll. If successful, the target feels moved morally by the same things that would so affect the Scion for one scene per Willpower spent; her Virtues, if any, are supplanted by the Scion's, which are interpreted exactly as the Scion would interpret them. Any immediate or long-term goals the target may have remain, but in pursuing some of them she must fight against inexplicable emotional reactions. She suffers Virtue Extremity as the Scion would (although it only lasts for the duration of the power), and may spend Willpower for bonuses on rolls related to the Scion's Virtues. The Scion may also spend Willpower to give the target such bonuses, and for automatic successes on the target's Virtue rolls, allowing her to force Virtue Extremity. OOOOO Smite/Rebuke (Mr._Sluagh) Cost: 5 Legend, 1 Willpower Dice Pool: Appearance + Command

This power works differently depending on the target's Legend score, although the caster may choose to have it affect the target as if she had a higher Legend score. All targets resist with Willpower + Endurance + Legend. A target without a Legend score simply dies if she cannot beat the Scion's successes. Whether she explodes in a showers of gore and sunlight, turn to a pillar of salt or just collapses, she will not cause problems for the Scion anymore. A target with a Legend score lower than that of the Scion must do everything she can to stay out of his sight and keep him out of her sight, and cannot come within a number of yards of the Scion equal to the Scion's Legend, attack anyone in that radius, or affect anything therein with Purviews or Birthrights. A target with Legend greater than or equal to that of the Scion cannot come within a number of yards of the Scion equal to the Scion's legend or affect him with Purviews, Birthrights, or attacks that benefit from them. If the target has a Legend score greater than zero, the effects of this power last for a number of rounds equal to the Scion's net successes on the activation roll. OOOOO O Fisher of Men (Mr._Sluagh)

Cost: 15 Legend, 2 Willpower Dice Pool: Appearance + Empathy

A more powerful version of Cast the First Stone, this power allows a Scion to permanently re-engineer a mortal's moral consciousness, making her into one of his prophets. Fisher of Men carries all the same effects as does Cast the First Stone, but the duration is permanent. It also imparts certain additional supernatural benefits. Firstly, it creates a telepathic link between prophet Scion which allows the Scion to hear the prophet's prayers per the Hear Prayers knack (God, pg. 73). The Scion may communicate telepathically with his prophets himself and see through their eyes. He may also use Purviews through his prophets. In this case, all expenditures and rolls are performed per the Scion's traits, but the area of effect or eligible targets are determined as if the prophet were casting it. Finally, prophets can perform stunts, and are never extras.

Having one's entire ethical framework overhauled like this takes its toll. If the mortal rolls no successes on her resistance roll (Willpower + Integrity as with Cast the First Stone, Virtues being irrelevant as Fisher of Men cannot target the divine), she is converted instantly with no struggle. If she rolls any successes (but still loses the contest), the stress incapacitates her for one week per success. This incapacitation can take any number of forms, including physical illness, deprivation of one or more of the senses, vivid hallucinations, catatonia, and obsessive prayer and fasting.

A Scion cannot have more than three prophets at once. Note that a Scion has no power over a prophet beyond the indirect sort granted per Cast the First Stone and any other Gifts or Knacks applied.