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The Vanguard of Avalon

Table of Contents

The Second Fall of Camelot

2-8

Introduction and Virtues

The Vanguard

9-14

New Purview: Questing

15-18

New Virtue: Purity

19

Logismoi: Titan of Corruption

20-33

Prominent Features

21-24

Avatars of Logismoi

24-29

Lesser Creatures

30-32

Corrupted Template

33

Acknowledgements

34

The Second Fall of Camelot


Another Martini, pleashe, Max asked, one finger
up in the air, his words just slightly slurring. The bar was
made up to look like an English pub, complete with a
stuffed boars head, British flag wallpaper, and jauntytoothed patrons swilling something that looked for all the
world like muddy gutter water. It reminded him of his
father, or at least he liked to think it did: Max Sr. had
been English before going out one night to buy a home
pregnancy test and never coming back. He could have
been Mexican by now, or French and drinking

Guinness plunked down heavily next to the bones of


Maxs Martinis and made them look at their toes in
embarrassment. The stranger downed half the thick
drink on one go and sighed heavily.
So! he said to Max after a moment, What brings
you to this part of the world?
Max shrugged indeterminately.
Youd be in the pictures, Id suppose, makin a
name fer yourself and getting the lasses, eh?
Max turned to the stranger to ask him ever so

champagne. It was all a matter of how many Max had

kindly to shove off, but then stopped short. The man was

had and how poorly filming had gone that day.

tall and lean with a reddish-sort of hair and had a sort of

Max had finished the Martini and wanted to order


another drink but wasnt sure he could pull it off. There
was the whole finger-raising thing, then the whole
ordering business, and then of course he had to actually
tip the stuff into his mouth and swallow. It had been a
terrible day, though. He decided to risk it.
Just as Max was working out the mechanics of
lifting and pouring a glass with fingers that would rather
just take a nice bath and go to bed with the TV on, the
doors opened. No, they boomed apart, nearly exploding
off the hinges from the sound of it. Warm LA air flooded
the room and made the fog in the bar ridiculous. Max
glanced over his shoulder and saw the silhouette of a
man with a guitar on his back framed by sunset light.
Well, isnt this a sight! he laughed in a strong Irish
accent. Barkeep! Be a lad and pour me a pint o
Guinness, wont ye?
Max stared desperately at his glass. The bar

glow about him as if he had stuffed some of the sunset


into his pockets when he entered.
I, um, well Max started, with his usually
eloquence.
Oh, you dont have to tell me, lad! Mums the word,
I see. Where do you work, anyway?
Just some small studio, Max said smally, not
much to write home about.
Oh, everyones got to start somewhere! Oh, how
rude of me, I forgot to introduce meself! My names Lou,
Lou ODana. I do a bit of everything, though right now
Im on an errand for a friend. Youd be Max, right?
Yeah, Im Maxs bloodshot eyes suddenly shot
open, Wait, howjoo know my nm?!
Lou smiled. Listen, how about I tell you a story?
Im good at stories and Im sure itll clear everything up.
He began.

boasted a mere seven or so patrons that night, but on


some primal level, Max knew that the stranger would sit

~~~~~

next to him.
Ahh, thats a load off me feet and no mistake! the
man said, pulling up the stool to Maxs right. The

Many years ago and really no time at all, there was a


dandelion. This little flower was busy doing its best to

guard the border between the realm of Camelot and the

conscriptions, Arawn trying his best to summon lighting

misty darkness that had besieged it. Berlin never saw

above the invaders and earthquakes beneath, Morgan le

such a sharp dividing line: one side blue sky, green

Fay tossing illusion after illusion up on the battlefield,

grass, cool air and birds chirping overhead, the other

and Merlin and Queen Elizabeth at the head, deep in

dusky and raw, bloody, with explosion pockmarks and

conversation with eyes locked on the board.

moaning abyss all around. But for the dandelion, except


for the distant sound of gunfire, everything oozed calm
and it felt it was safe to take a nap.
Suddenly, a large copper boot stomped down

You! Bors said to a passing page, Go tell the


motorized tanks to get ready, and tell them I dont want
to hear any complaints about mud build-up!
Yes, sir, the boy said, scampering away.

heavily on the little flower. Thick goopy muck oozed off


of it and steamed as a second boot slammed down next
to it, steaming and glooping as well. The boots
connected smoothly into copper pants and a copper-

Elizabeth watched the pieces move across the


board.
If those tanks manage to get into position before

covered chest and arms, like a divers suit. The figure

the invaders hit the outer walls, we should be able to

started walking and as it did, the hands reached up and

hold them, Merlin said, gazing at the board.

took off the spherical glass helmet to reveal a man with a


beautiful face, razor-grey eyes, a smile that beat up
lesser smiles with a crowbar, and neck-length raveny

I know, said Elizabeth, shutting her eyes, I know.


We need to start thinking about a counterattack to push
them out, but let me worry about that in a minute or two.

hair.
A few moments passed and the din slowed to a dull
He started walking down the long, straight road
leading away from the roiling clotted mess, tearing off
bits of the suit and dropping them to bubble and smoke
and smolder as he walked calmly away.
~~~
Quickly, send a table of knights over to the south
side to help fend off the assault! And tell the yeomen to
start setting their artillery into defensive positions!
Pages scurried across the war room like a riptide,
bringing and sending orders with speed just a hair under
panic. The frantic tickering of telegraph operators from
the communications room could be heard swelling each

whisper. Suddenly, the heavy doors in the central


hallway unlatched and flew open, clanging sharply as
they hit their walls. Silence splattered across the room
like shrapnel with only the sounds of leather boots
stepping haughtily on stone remaining amongst the aural
debris. The pages parted like an ocean before him, and
several of the Keepers gasped.
Hello hello, my fine little friends! I have come back
to help protect my inheritance in its hour of need! His
smile could have shattered diamonds and his hair
swayed carelessly.
Mordred! Gawain cried, drawing his sword. The

time a side door opened. A large map of the surrounding

traitor! The swords of many jumped from their sheathes

countryside covered a an even larger table and around it

and the sickly green light covering the room danced on

sat most of the Keepers of Camelot: Galahad, Gawain,

their edges.

and several of the other knights of the Round Table


pushing pieces around and sending orders for more

Now now, my tin porcupines, I have as much a


right to be here as any of you, or more! he said,

glancing at Arawn, who had to be restrained. It is right


as heir!

And to be fair, this place probably wouldnt have


been possible had he not burned the name of Camelot

Merlin shot back, You renounced your heirship


when you slayed your father the king but nevertheless,

into the worlds memory.


It doesnt matter! It would never have needed

you do have the right to be here, and frankly, we could

remembering in the first place were it not for him! That

use the help.

man is greed, lust, and dishonor incarnate, everything

The blades wavered and Mordred smiled more


sharply. The room froze like a tapestry. Galahad strode

that we stand against!


Ok, look: Lancelot and Guinevere arent an issue

forward and looked Mordred up and down, then

anymore, so unless he tries a coup, which he knows

extended a hand and the two shook. The room relaxed,

wouldnt work, theres really not much else he can do to

and the pages began to go back about their business.

hurt us, not really.

The Keepers turned back to the board.


Well, that was a close one, wasnt it? Mordred
said without the slightest bit of worry.
Oh, theyre just stressed, Galahad said, still
grasping Mordreds hand. And anyway, you do have the
right to be here, even if you were conceived in an act of
sin. I mean, that was hardly your fault, now was it? He

Besides, we need more lieutenants. Elizabeth sent


for some help from the Tuatha, but they have their own
problems. On top of that, Im pretty sure
hes supposed to be here. I cant get a more specific
reading than that, but I think it would be a bad idea to
send him away.
Fine, Gawain said, standing up, but mark my

pulled Mordred in close, whispering into his ear.

words: this is a mistake. That man has nothing but evil

Whatever youre planning, I urge you to reconsider, for

on his mind, and he would destroy us if he could.

God and country.

~~~

Oh I assure you, Galahad, Mordred oozed, those


are the only two things I ever think about.
Galahad smiled and went back to his work.

The throne room was quite and dark. It had been


kept clean and empty in deference to its dead king ever
since the Keepers had pulled the castle of Camelot out

Mordred stood still in the center of the room as the

of the English countryside and set it in the sky. Excalibur

pages rushed around him, smiling.

lay carefully across the throne like an old hound dog

~~~

waiting sleepily for its master. This was the room where
the Round Table slept, a huge thing made of stone, oak,

All Im saying, is I dont like it.

and hardened steel, massive and menacing in the dim

Oh, come on, guys, lets give him a chance.

light. A single white candle lit the room, glowing lonely

He had his chance, and he betrayed us, he

from the center of the Table. The walls were but

betrayed Camelot!

shadows and the windows refused to let even starlight


pass through into the hallowed place. The room was in

That was well over a thousand years ago! Forgive

mourning.

if you want to be forgiven, you know?


A crack split the silence as the door was unlatched.
It swung open, slowly and without a sound. A thin figure

stepped in and began walking towards the throne as

would never have been able to cross the border. The

silently as shadows. It climbed the seven steps and

candle is actually made from the wax of the candles

looked at Excalibur with wanton lust. It began to reach

used at our Lords Last Supper, the wick has a strand of

down.

Our Ladys hair in it, and the flame was kindled from a

I wouldnt do that, if I were you, a deep voice said


from a darkened corner.

tongue of fire that leaped from John the apostles


incorruptible head! At least, thats what Merlin tells us. In
any case, its easily the most powerful relic we have in

Mordred whirled around, terror painted on his face

all of Camelot, other than maybe Excalibur or the Table

like a mask, a blue dagger in his hand. Galahad stepped

itself. Its whats taking Arthurs place until he gets back,

forward into the candlelight.

and its done an amazing job, all things considered.

I only wanted to touch it!


Im sure, Galahad said with a smile. But the
sword has a long memory. It would leap from its rest and
strike you down.
Mordred wavered, then lowered and sheathed the

Huh, said Mordred. Go figure. So if I were to


Galahad reached out and plucked the blue dagger
out of the air mid-flight. Mordred drew back quickly,
circling the table and smiling.
Ah, I knew youd catch that!

dagger. He brushed himself off and his fear seemed to


fall away like dust.

Yes, Galahad grinned, Im sure. Fun game. But


we should probably be going now, I mean, this is

So, what are you doing here?


Holding vigil, Galahad said.
Wouldnt you be better off sleeping or something? I

the throne room, not the game room. He chortled at the


small bad joke.
Mordred chuckled nervously and nodded. Galahad

hear the Keepers are getting ready to make an assault

started walking Mordred back to the door like a teacher

on the invaders tomorrow.

about to whip one of his charges for pulling a girls hair.

Oh, I havent needed to sleep in centuries,


Galahad said, laughing. Besides, we will be victorious
tomorrow only if our Lord wills it, not if I get a few extra
hours of sleep.

Mordred slowed for a moment, stared into the shadows


behind a pillar, and blinked once, then exited as Galahad
held the door. The knight glanced over the room and
then left, closing the door behind him. Their footsteps
steps sickened slowly in the distance and died.

Oh, Mordred said, his smile slipping a bit. He slid


his face a bit and nodded towards the Table. Whats
with the candle?

The candle flame stood still and proud like a


sentinel in the vast darkness of the throne room.
Suddenly as the shadows behind the pillar near the door

Oh, that! Galahad said with a surge of


enthusiasm. He walked up next to Mordred and the two
stared at the candle. Really amazing, isnt it? See,
Camelot needs a source of central purity and strength to
stay, well, Camelot. Now that should properly be Arthur,
but hes obviously not here. If he were, those titanspawn

coiled like thick cords of ink, and the flame danced


frenetically as Mordred slipped out of the black mess,
shedding the dark like a coat. He moved to the opposite
side of the table, studying the candle as he walked, then
began moving his hands through the air as if drawing a
large sigil, his hands dripping shadows which settled in

the air like a hard black mist. He began muttering


gutturally. His arms drew back and poised.
Suddenly, the door burst open and Galahad
stumbled in. Mordred smiled.
Too late! He flung his arms forward and the black
clotting rushed towards the candle, splattering it across
the room. Camelot began to shake, and Mordred
disappeared in a flash of darkness and laughter.
No! shouted Galahad. He threw his arms out and

Elizabeth stared at the door. Wave after wave of


force slammed into it. The hinges were among the best
and strongest ever made, but even they were starting to
weaken.
BOOM.
BOOM.
The chatter and laughter of the horde of corruption
could be heard from the other side of the door. Elizabeth
could see them in her minds eye: twisted, pathetic

up and white light leaped out from him, illuminating the

should-not-bes ransacking all about the beautiful castle,

whole room. The shaking slowed and Galahad braced

their filth already sinking into the stones as they

himself, jaws and eyes clenched, muscles screaming, as

devoured food, wine, silk, chairs, everything not bolted

he held Camelot up with himself.

down. Their vile master could be seen on the far side of

BOOM.

the hall, a black-red splotch who chose to stay unseen.


Suddenly, she saw its eyes, watching her, piercing her.

BOOM.
BOOM.

She drew back her senses and inhaled sharply,


staggering.

Ok anyone, any other ideas?

Your majesty!

Too few had made it to the throne room before the

My lady!

castle had been taken. Bors had fallen defending the

How can I be of aide?

outer battlements and both the White and Black knights


had died at the front gate. Gawain, the Lady of the Lake,
and the Fisher King had all sustained injuries, and not
enough of the lesser knights had survived the assault.
Those remaining were helping to brace the door. Morgan

BOOM.
She looked at the door and made a decision she
knew she would regret.
Retreat, she said. Retreat to Avalon! Merlin, draw

la Fey was curled in a ball in the corner after her fight

up a portal. Relief and despair blended and washed

with Asmodeus and Merlin and Elizabeth were

over the room. Were abandoning this place.

desperately debating options.


Merlin gave a hard look and nodded, speaking
Any chance of pushing them back? Elizabeth
asked dejectedly.
Your majesty, its a miracle that Galahads been

spells and words of power as a rainbow of colors glinted


from his hands and flowed into a portal large enough for
a man on horseback to gallop through. The oval

able to hold them back as long as he has. He is totally

suddenly cleared into a mirror rimmed in colors and

unsuited for this sort of thing. Galahad hadnt budged

showed a proud grey castle cloaked in mist in the center

since the candle had died, but sweat fell from his brow

of a vast clear lake.

like rain. He cant take much more of this.

Everyone move through, on the double!

The room gushed like a sink full of water whose

his other hand and lanced out with cold fire, destroying

drain had just been pulled. The injured went first, leaning

the first wave of beasts as they drew near. The creatures

on each other and limping. Gawain, flecked with dried

cowered just beyond the door as high laughter echoed

blood, picked up the still-shuddering Morgan and moved

from beyond.

through as quickly as his leg would let him. Soon, only


Elizabeth, Galahad, and Merlin remained.
Go through, your Majesty! Merlin shouted as the
door took another blow. Ill hold them off!
What about Galahad? she screamed over the

How long do you think you can hold us back, old


man? Mordred said liltingly. Give me the sword and I
promise to kill you before my employer devours you
whole.
Mordred, Merlin said, his voice deepening as it

roar. The hinges of the door squealed with effort and

wove strands of fate, you will die in this very room at the

blood began to drip from Galahads lips.

stroke of a sword not worthy of being held by a peasant,

Here! Merlin said, snatching up Excalibur from the


throne and lashing out with light. Take him with you! I
can hold up the room like this until you get through!
Elizabeth nodded and ran over to Galahad, who
collapsed as Merlin strode forward with the shining
sword. She put one of his arms over her shoulder and
staggered with him through the portal.

and your essence will be erased beyond all hope of an


afterlife.
With that, he leapt up onto the table with surprising
spryness, raised Excalibur high, and thrust it deeply into
the center of the table. The castle shook and a wave of
force exploded out from the table knocking the monsters
back and to their feet. Without a word, Merlin leapt
through the portal and was gone, the portal blinking out

BOOM.
BOOM.

of existence as the last tatters of his robes flew through.


The creatures dashed into the room and the walls

Merlins sword arm began to waver. Camelot

began to creak and smoke but the table and sword

needed the purity of a king to keep it afloat, and it could

remained glowing and strong and none there could

tell when it was getting watered-down fuel.

touch either and live.

BOOM.

~~~

CRACK!

Deep in the crypts of Avalon, another room lay

Suddenly, the doors burst apart, flying across the


room and shattering against the far walls. Terrible
creatures began pouring in, creatures who shifted their
shape rapidly, a thick-haired emaciated ape with three
arms one moment, a pig with its organs on the outside
the next, or a cat with an upside-down head and snakes
for legs. They stank and dripped ooze wherever they
walked, caused stone to burst into flames and light to
change into shadow. The air revolted from their touch
and the room became hot and windy. Merlin extended

under the vigil of candlelight. Whispers of the siege


echoed through its curling stone ornaments and the
words of Merlins curse could be heard as if carried from
afar on a dry winters breeze. The room was empty save
for a long pedestal in the center on which lay a figure of
a man wrapped in cloth. His beard was long and blonde,
his face strong and unmoving. A crown lay at his side.
Suddenly, a sound like steel piercing stone rang through
the room as if the Round Table were there and all the
forces of hell waiting to charge in, and as the sound

echoed back and forth across the room and Merlins feet
landed in a courtyard far above, the figures eyes began
to open.

Hey hey, barkeep! Max said. Where did that guy


that was with me go, the redhead guy with this guitar?
You ok there, buddy? Not driving home, are you?
No said Max carefully. Where did he go?

~~~~~
Son, youve been sitting right there by yourself the
whole night, and no mistake Maybe you better take your
An thas the story of how Camelot was taken, its

guitar and mug and go on home, youve had enough, I

inhabitants forced to take refuge in Avalon, and how

think, and its bad for business, people coming in here

Arthur the king finally woke from his thousand-year

and drinking their own beer.

slumber, Lou said, though it was really more than a


thousand-and-a-half. Anyway, you see what Im trying to
tell you?

Max looked at the barkeep in bewilderment and


then glanced down at the guitar. It was a beautiful thing,
inlaid with gold and silver and looked as if it had been

Well, said Max, a little less drunk by now, thats a


very nishe story and all, and you certainly have a
strange imagination, but it doesnt explain how you know
my name.
Doesn't it? Lou said, laughing. Anyway, well, Im

carved from one piece of some sort of wood that he


couldnt identify, though that was, of course, impossible.
He grabbed it and the mug and the piece of cloth too
and headed for the exit. When he went to open the door,
he accidentally crushed the doorknob and ripped the 7x3

sure itll make more sense if you think about it. He

rectangle of old mahogany straight off its hinges as if it

whipped his forehead with a piece of old torn cloth then

were nothing more than paper. The bar gasped and

looked at the clock. Oh, would you look at the time!

Max, shocked, dropped the door and ran as Lou

Well, if youll excuse me, Ive got to go! See you around,

watched and smiled from the top of a building across the

Im sure.

street.

No wait, you still- Max turned to the side, but Lou

The End.

was already gone. He had left his guitar as well as the


piece of cloth and his mug of Guinness, which was full
again. Max picked them up and looked back and forth
across the bar. Lou was nowhere to be found.

Introduction
Shining armor and flapping cloak, caves of
crystal and spires of stone, the Vanguard of Avalon
is a suit of motley in a 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 its 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 hasnt 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 marshalling its strength. It's only a
matter of time before the Titans forever destroy the
beautiful halls of their beloved Camelot, as the yetprodigious power of the sword Excalibur, plunged
into the Round Table in the throne room by Merlin,
cannot hold back the corruption forever.

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.

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.

The Vanguard

Abilities: Academics, Animal Ken,


Investigation, Occult, Politics, Science.

Merlin

Rivals: Morgan le Fay; Thoth, Athena, Hera,


Odin, Ogma, Huang Di.

AKA: Myrddin
Wyllt, Merlinus
Caledonensis

The Lady of the Lake

Description:
The Wise One, The
Kings Advisor, the
Old Man, Merlin
has had a number of
epithets over the
years, some less
respectful than
others. Perpetually
old and 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.

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 and 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 hostess 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 fatebinding
with it. All in all, the Lady of the Lake is as likely
to hinder as help those she comes 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,
10

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 Appearance, Epic


Stamina, Epic Strength, Guardian, Health, Questing,
Sun.

Associated Powers: Epic Manipulation, Epic


Perception, Health, Magic, Moon, Prophesy,
Questing, Water.

Abilities: Athletics, Fortitude, Integrity, Melee,


Occult, Presence.

Abilities: Art, Craft, Empathy, Medicine,


Occult, Presence.
Rivals: Merlin, Morgan le Fay; Isis, Ptah,
Hepheastus, 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
Kings 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.
Galahads adopted scions are often much like
him. Though they are inevitably less pure than he,
he nevertheless showers them with as much love
and attention as he can. He also makes a point of
adopting "bad eggs whom he hopes to rehabilitate,
sometimes with greater or lesser success.

Rivals: Robin Hood; Horus, Apollo, Baldur,


Ogoun, Dian Cecht, Lugh, Guanyin, Sun Wukong.

Arthur
AKA: King Arthur,
Arthur Pendragon,
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 Arthurs 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
Arthurs 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
Englands need has been great enough to wake him.
He pines for Excalibur, though, finding himself
fated to swiftly break any other sword he wields in
battle, and so carries a steel-reinforced golf bag full
of cheap pawn-shop swords at all times (so he
doesnt feel bad when they shatter after every third
or so blow).
Arthur hasnt been around for as long in the
modern world as many of the other gods, so he
hasnt 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, hes always on the precipice
11

between spectacular success and failure brought on


by overlooked minutiae.
Arthurs Scions almost always find themselves
destined for greatness, even those he doesnt
awaken, though they equally almost always 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
sisters 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 (whos 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 hes 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 shes

constantly in a race to claw her way to the top, she


usually does whats best for the pantheon over
whats 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
homewrecker. Wherever she is, shes 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
unscrupled. Though they maintain a fierce loyalty to
Morgan, they can rarely be counted on to help
anyone else if it isnt 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, Erzulie.

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
12

few of the members share any of his zeal for


charitable theft.

healed in full and capable of siring Scions, he still


remains unable to walk.

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 stock broker, a
business executive, an open source advocate, and an
internet pirate.

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.

Robin Hoods 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

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 all the 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
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 and
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

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
13

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. So, 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 as a
consequence 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

n 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 doesnt really remember how old he
is. He doesnt 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 himself
just conscious enough to notice his surroundings:
through no virtue of his own, belief in the old ways
had begun a resurgence, triggering his return as the
only god left fit to receive the worship.
While Arawn is still reeling from his centurieslong coma, the steady worship of Neo-Druidism is a
balm to his soul. Hes 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 NeoDruid priest, a New-Age shop owner, and a farmer
of organic crops.
Arawns 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, 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.

AKA: Earth-Mother,
Bal, Dalon Ap
LanduDescription: Araw
14

Questing
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 Vangaurd makes Fates job
that much easier, and they are recompensed for their
zeal and daring.

Title (Questing )
Dice Pool: None
Cost: 1 Willpower (see text)
But of course, what would a knight be without a
special title with which to wage great campaigns
and do deeds of dering-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
Scions 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
targets 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 flip 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.

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 Scions name
and his Title, in which case the Storyteller chooses
which Fatebound remains if the person realizes the
Scions 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
Storytellers 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 lowLegend Demigod, but perhaps it will be raining,
preventing the fire demon from using his flame
blast).
Special: The Storyteller may choose to allow the
player to swap out a favored Epic Attribute or
Purview (of which the character has no dots
purchased) for one related to his Title for free,
though this is strictly optional.

Travelers Aid (Questing )


Dice Pool: None
Cost: None

The Scions appearance also changes in slight,


nearly unperceivable ways when he travels under
his Title. Perhaps he seems more kingly, or more
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
wont recognize him as the same person under most
circumstances.

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.

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 doesnt
require an action, though the Scion may wish to

(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
15

scions whisked to the next part of their stories rather


than bogged down by a little rain).

My Hero! (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 Fates become
more progressive in the modern era, it still doesnt
concern itself much with being unique.
A Scion who takes this boon gains a special pool
of Legend points each Story which 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 Scions Purity (minimum one), and he
regains two points of Legend upon a successful
rescue. At Demigod level, the special pool is equal
to twice his Purity (minimum two) and he regains
four points upon a successful rescue. Finally, at God
level, the special pool is equal to four times his
Purity (minimum four), and he regains eight points
of Legend upon a successful rescue.

Helpful Shelter (Questing )


Dice Pool: None
Cost: 4 Legend
No matter where a knight of Arthurs 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
Scions player deducts four points of Legend from
the Scions 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 Scions 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 nights 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 neednt worry about normal
weather conditions on the surface of the Earth at all,
and gain five autosuccesses 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 Scions player
spends four more points of the Scions Legend to
extend the shelter until the next daybreak.

Fruitful Wandering (Questing )


Dice Pool: None
Cost: 3 Legend
Its a familiar scene: the knight, lost and alone,
searching in vain for the castle containing his prized
MacGuffin, 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 Vanguards arsenal. The
Scionss player can activate it whenever the Scion
is searching for a specific destination related to the
Story and doesnt know exactly how to get there.
The player spends three points of Legend from the
Scions pool, and within five minutes of wandering,
the Scion (and anyone traveling with him) arrive
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"
16

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 unaskedfor material aid. The Scions 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. So, when
traveling to fight a Hydra-like monster, for
example, a Legend 6 Scion might come upon a 3dot Flaming Sword and five Amazons with torches,
or perhaps a Valkyrie Horse and a mortal Guide
who knows all about mythical beasts from GrecoRoman 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.

And So It Is Foretold (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. First, Fate
(played by the Storyteller) pronounces this Scion's
role or goal in the occurring scene. 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 Scions legend, this boon ends. The
boon also ends if the Scion does something
consequential other than pursue the prophesy: in the
above example, stopping to pick up his spear or slay
a few enemy infantry on the way towards the evil
lord would not end the effect, but breaking away to
save his friend from a sticky situation would. 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 a strength equal to the
number of rolls the boon prevents from failing.

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 Scions Legend is now also treated as one
dot higher when he uses boons, knacks, or other
abilities which have variable effects based off the
targets Legend. If the Scion wishes, he can also
choose to change his Title (Sir Gregory of the
17

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 ol 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)

Master of Fate (Questing )


Dice Pool: Manipulation + Occult + Legend
Cost: 15 Legend + 1 Willpower
After sitting in the palm of Fates hand for so
very long, the Scionnay, 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.

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 freshlyslaughtered deer's blood across the mortal's
forehead. Players can also play characters brought
to Scionhood through this boon, in which case the
only mechanical difference from playing a natural
Scion is that he must meet the Attribute
requirements.

18

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 improprietous sexual
activities, take drugs, drink to excess, allow others
to indulge without a word.
Virtue Extremity: Tyrannical Purgation. The
Scion becomes consumed with hatred for impurity
in any and all 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.

19

Logismoi
The Greater Titan of Corruption
AKA: The Eight Dangerous Thoughts, The
Seven Deadly Sins, The Land of Chains.
The Greater Titan of Corruption is a land of
desire gone wrong, a desperate, grasping maw from
which no soul could hope to emerge. More than just
an underworld or hell, Logismoi is a place of
frightening uncertainty where a brutal death is the
least of a travelers worries. This is the other side of
freedom, that to which freedom is free to enslave
itself.
The majority of the interior of the Titan is misty
and unclear, a sort of epistemological null space full
of roiling snares and temptations, opportunities for
souls to collapse into the Titans waiting arms.
Finding your way here is difficult at best, since the
land misleads all interlopers and takes them on
winding journeys through spontaneous creations
meant to crush their wills, images drawn from their
subconscious singing songs that few mortals or
even gods can resist. Regardless, those who manage
to escape Logismois insubstantiality and make it
through the few horrible cities never leave
unchanged.
Logismoi has another side, though, and it is
possible for the strong-willed to see through the
endless fog and phantasms, though they often wish
they hadnt. Droves of pitiful souls desperately
clutch at their own desiccated desires with brittle
skeletal arms lie everywhere, incapable of letting go
even here. Roving creatures made manifest by the
thoughts of those on Earth and in the Overworld
feast on the will, devouring bodies only when
necessary to get to the sweet minds within.
Thankfully, or perhaps more horrifically, these
visions of the true side of Logismoi fade quickly as
the obscuring influence of the Titan overwhelms
even those of iron-hard dispositions.

Sidebar: Wait, I thought there were no such thing as a


"Greater Titan of Evil"
And there still isnt. Evil is a choice, and as implied by the
description of the Greater Titan, Logismoi is that which can be
chosen rather than the choice itself. A bound Logismoi is
absolutely essential for the functioning of free will, and thus
all thought: it is the embodied possibility of choosing to
relinquish your free will to something less than yourself, such
as food, or money, or the lies of Pride. If that possibility were
to be destroyed, terrible consequences would result, truly
horrific changes in humanity. Destroying Asmodeus, the
Avatar of Lust, would cause all creatures to cease desiring sex
entirely, and no one would eat if Beelzebub, the Avatar of
Gluttony, were to be killed.
Of course, the Storyteller could rule that since each of
these Avatars represents a possibility, and since it is
impossible to cause possibility to ever truly cease, Lucifer
might be able to generate a new Avatar to replace the dead one
as humanity slowly rediscovers their capacity for lust. This
new Avatar would probably end up with the name of the old
Avatar, but would otherwise be an entirely separate entity with
its own personality and memories. Theres no guarantee that
something like this could actually happen, of course, and the
devastation even a month without one of these Avatars would
wreak would be terrible, but in this way humanity might be
saved. Something to note, it is probably a good idea for the
Storyteller to draw a distinction between an Avatar dying, and
an Avatar using the eleven-dot boon of Corruption: the former
causes the phenomenon to cease, whereas the later simply
leaves it without specific representation, which would likely
be similar to having it be bound. It also might be reconstituted,
though with a new personality. (Lucifer, however, always
comes back just as he was, as his ego will permit nothing less.
Hes still extremely loathe to invoke the eleven-dot, however,
as it essentially requires Pride to swallow Itself and call down
mommy to do his dirty work for him.)
Finally, while the Titan is only evil insofar as it attempts to
cause its concept to overabound (so, like virtually every other
Titan), it is fairly easy to see how someone might make the
mistake of thinking the world would be better off without it.
This is a design feature rather than a flaw: perhaps a rogue
group of young gods are trying to murder Lucifer himself,
putting the PCs in the strange position of protecting a Titan

20

Prominent Features
How the terrain looks depends upon how much
willpower the traveler is willing to put into looking.
To most, the terrain looks like a dark, endless mist
which periodically spits out vast creations designed
to best tempt those in its grasp, but with some
effort, a dedicated soul can pierce the veil to the
disturbing truth beneath.
The mists are an extremely oppressive,
disquieting place just to be in, eerie beyond
anything on Earth. Every ten minutes spent here
require a difficulty 3 (Willpower + Integrity +
Legend) roll; failure causes the character to lose
three points of temporary willpower. Worse still,
anywhere in Logismoi, willpower becomes much
more difficult to regain: it takes two points normally
restored to restore one point of temporary
willpower, and any effect which completely fills a
characters willpower only gives them half the
difference between their current and maximum
temporary willpower, rounded down. (Youll
probably want to note each single-point gain, since
two add up to a full point).
In addition to this passive effect, as often as the
Storyteller deems appropriate (probably no more
than once an hour, if that), the characters will
encounter something that tries to convince them to
give themselves over to some deeply-held desire.
These are real creations, and no amount of Epic
Perception or other such supernatural sight will
prove otherwise. In any case, the temptation is not
simply to an act of lust or an act of gluttony, but
rather aims to force the character to completely lose
himself in the temptation and give up his freedom to
it permanently. While these phantasms are probably
best roleplayed, they can be modeled as a
(Willpower + Integrity + Legend) roll
(automatically gaining bonus dice from any
applicable Virtues) against a difficulty somewhere
between 5 and 15 (set by the Storyteller, with a 5
being a relatively innocuous desire and a 15 being
something truly insidious). Rolling at all requires
spending a point of willpower, and the character
must spend a further er two points of willpower to
resist giving in if he fails. Failure causes the
character to stray into the other side of Logismoi,
where he comes a Fallen Soul.
Speaking of which, the other side of Logismoi
loses the misty quality entirely, and even someone

without Epic Perception can see for miles. The air


becomes hot and dark red and piles and piles of
Fallen Souls appear here, manifested as craven
husks of their former selves clutching something
that looks like a cross between a huge boulder and a
bulbous leech sucking out the souls spiritual
marrow as the he or she holds it as tightly as
possible. Convincing a character so trapped to let go
would require a series of opposed Charisma or
Manipulation rolls and lots of good roleplaying, as
it is impossible for physical force to separate the
character from the manifested desire (the Storyteller
might rule that it is mythically appropriate for a
character using Ultimate Strength and Mothers
Touch to do this, but caution is urged as this
undermines the elemental nature of Logismoi and
would probably severely damage, if not outright
destroy, the soul, as well as almost certainly alerting
at least one nearby Morph to the characters
presence, if not the Greater Titan itself). Subsequent
phantasms, particularly repetitious ones, do not
require the initial point of Willpower to be spent to
roll, and typically have drastically reduced
difficulties.
Sidebar: History of the Logismoi Avatars
Like all the Titans, Logismoi has existed since the beginning
of the universe. Unlike most Titans, its Avatars have been
unnamed for most of recorded history, which allowed them to
travel wherever they wanted virtually unchecked, among other
benefits. The gods made many attempts after the Titanomachy
to stick them with titles, but they never stuck amongst the
mortals and thus were shucked off as easily as a quilt.
Which is why they were so surprised that in the year 375 AD,
a human without a drop of ichor in his blood tabulated a list of
eight dangerous thoughts, coining the term logismoi with
regards to the Titan. This list wasnt perfect, but the degree of
insight it provided was frighteningly accurate all the same, and
the Titan now had a name: Logismoi, false reasoning in
Greek.
The road to names for the Avatars, however, was a bit more
complicated. Nearly two hundred years later, Pope Gregory I,
an unawakened Scion of Apollo, took the list and
sensationalized it into the Seven Deadly Sins. This list was
slightly more accurate in some ways, slightly less in others,
but in any case became the better-known version, so when
Peter Binsfeld, another unawakened Scion, though this time of
Odin, attached names to the Avatars, he only out seven of
them to name. This time, the names picked up a bit amongst
mortals, and just enough that they managed to stick. (It also
helped that the Avatar of Pride rather liked being named
Lucifer, as many of Lucifers alternate titles pleased his ego.)
Vanity, however, managed to get away from this without any
sort of name or classification. Indeed, it has proven
particularly difficult to name, far beyond its brother Avatars.
Though it doesnt particularly care whether it has a name or
21

not, its utterly non-reflective solipsistic nature has proven to


be remarkably slippery. As a result, Vanity retained its ability
to travel anywhere unnoticed, though it uses this ability
randomly, planning nothing, constantly looking into itself
without regard for anything else.
In any case, the upshot is that the Avatars are not actually the
demons from Judeo-Christian demonology (though
they are responsible for much of what those demons were said
to have done), and any such notions are the unfortunate sideeffects of the naming convention. The Avatars are crosscultural and most of them dont manifest like one would
expect a western demon to, what with scales and horns and a
bifurcated tail and all, Amon being a notable exception. Each
has had vast influence on all cultures throughout time, and this
write-up leaves any specific associations to the Storyteller.

The Castle Camelot


Each Avatar of Logismoi (with the exception of
the Avatar of Vanity) has its own city, its own
domain which exemplifies the possibility that
Avatar champions. As part of the occupation of
Camelot, however, Lucifer chose to use his city
offensively and superimposed it over Camelot itself.
Most of the Vanguards overworld home has been
corrupted into dust, but the Castle itself remains in
spite of the voracious onslaught. A craven shadow
of its former glory, the once-shining Castle now
glows a dull red as the slobbering minions of
Lucifer run everywhere along it. Cracks are
growing by the minute and the outer walls are
barely able to hold on. The devastation lessens,
however, as you get closer to the throne room, and
indeed the Round Table itself is largely untouched,
excepting the spidery-thin cracks which have
formed along its outer edges.
In any case, getting to the Round Table would
require great strength of arms. Facsimile creatures
of every kind can be found here and unlike nearly
every other creature in Logismoi, they are all
itching for a fight. This is where nearly all of the
besiegement force has been settled and they are a
mottled, angry lot indeed. A god with extremely
high Epic Social dots might be able to convince the
marauding horde to take them straight to Lucifer,
but since he isnt particularly interesting in
adulations just now (first things first, of course),
this wouldnt necessarily help the characters out all
that much.
Once in the throne room, however, the characters
have the greatest danger of all to deal with: Lucifer
himself. It is devilishly difficult to avoid falling to
the ground before him and worshipping, and his

capabilities beyond this initial sticking point are


vast.
Lucifer is currently busy trying to destroy
Excalibur through direct application of his
corrupting power and at any given moment may
have a substantially reduced pool of temporary
Legend points. Of course, he still has endless hordes
of minions to throw at the characters as well as his
special abilities, and taking him down will be no
easy task.
Red Light District
Though a city on its own, the Red Light District
is Asmodeus special domain. Composed of brothel
after brothel, this is the ancestral home of all
succubi and incubi, who here walk the streets as
objects of worship. The city overflows with souls
who died totally overcome with the desire for sex,
placing it above all other good things in the world,
even themselves. The creatures here constantly
attempt to achieve sexual bliss and yet find each
attempt lacking. The architecture is a fragmented
amalgamation of buildings from virtually all times
and cultures, all falling over one another as the
vigorous efforts of its inhabitants overcome the
buildings structural integrities.
Asmodeus doesnt hold a specific throne here,
preferring to allow the city to sprawl without focus
point. All sexual desire radiates from him, which
means finding him here is simply a matter of
figuring out the gradation of frenzy among the
citys inhabitants and finding the center of the
circle. Any outsiders dont need to fear much in the
way of physical injury here, though the creatures
here are not above rape.
The Palace
The Palace is by far the largest, most opulent
display of wealth the characters have ever seen.
Changing completely from day to day, the Palace is
the epitome of affluence and yet, it just doesnt
seem enough, some how. The inhabitants certainly
dont think much of it: they go about their business
dealings nonstop, though theres nothing to spend
money on other than other money, ignoring the
wealth of the Palace entirely.
Mammons throne room is in the very center of
the Palace, though getting to it requires getting past,
22

among miscellaneous servants, her Shining Guards


(use Seraph stats, but with the Corrupted template
instead of the Luminous, and their light powers are
due to the many jewels they wear). Mammon is also
rarely there, preferring to spend her time monitoring
the city and building up funds.
Crystal Outcroppings
Unlike with most of his siblings, Leviathans
personal city isnt a city at all, but rather a strange
formation of giant green-blue crystals. Walking
through these crystals is a surreal experience
sharing a passing similarity with fun house mirrors.
The optical illusions these crystals generate are far
more complicated and insidious, however: instead
of simply many reflections of yourself, you rather
see the images of your fellow travelers, refracted
and refracted until they look as far above you as
gods are to men. Because of the omnipresent
crystals, it is very difficult to have a face-to-face
conversation with anyone here, and most of the time
youll be talking to them through their reflection,
which shows them as the very best they could
possibly be, ignoring altogether their flaws,
however pertinent or marring.
Leviathan is always a word away here, as he can
travel instantaneously through facets. Once the
characters find him, he will try to take their best
qualities from them, not that he can use them.
Encounters with Leviathan tend to be frustrating, as
he always wants what he cant have always.
Getting him to do anything requires great trickery,
or the order of Lucifer.
The City of Merry
The City of Merry (as in, Eat, Drink, and be)
shares similarities with Red Light District: a
sprawling city of restaurants, taverns, and bars, its
inhabitants constantly imbibe both food and drink
of all sorts in the desperate attempt to find that
morsel which will give them peace. They are not
spared the effects of their digestion systems,
however, and the city is covered in excrement as a
result. Disease runs rampant here, though the most
the characters have to worry about is catching the
fancy of a giant Oni who thinks they might make
for a good appetizer.
Finding Beelzebub here is exceedingly easy: just
follow the supply lines. She sits in a vast open

square, guzzling food at a lightning-fast rate.


Contrary to expectations, however, she is
excessively thin, for no matter how much food or
drink she swallows, none of it does anything for
her. She rarely stops for anything, and if characters
can convince her to, shell most likely listen for no
more than ten seconds (unless the characters
succeed on a truly legendary Charisma check)
before attempting to swallow the characters whole.
The Junkyard
This is the place where the crumbled remains of
all dead civilizations fall, to be crushed for eternity
by the raging masses of those consumed by the fires
of wrath. In fact, a complex society thrives in this
place, built around the strength of anger and fear,
though the only real currency to be found here
consists in things to break. Fighting rings of all sorts
can be found scattered all around, and a particularly
strong character might be able to win some fear (not
respect, as such a flammable emotion cannot exist
here long) with his combat prowess. As a further
complication, the Junkyard is hot as an oven, acting
as an environmental threat with (Damage 8B/hour,
Trauma 5).
As the Avatar of Wrath, Amon is, as you might
expect, quite angry, angry about everything. The
only thing that can calm her at all is Lucifer, though
obviously he rarely has any interest in doing that.
Locating her consequently is as easy as following
the loudest screams.
The Ocean of Tears
Unlike the other domains, it isnt so immediately
obvious what this body of water represents; on first
glance, its little more than an astonishingly large
lake. Characters with Epic Perception will be able
to notice people jumping into the ocean all along its
edge, and if they have Penetrating Glare as well,
they may well be able to look down to the depths
and notice the piles upon piles of weeping souls,
perhaps the most pitiful creatures in the entire Titan.
Touching the water leaves no doubt: this is the
domain of Sorrow, and the waters themselves are
liquid misery and fear.
While all the domains impose their dominant
emotion onto all visitors, the Ocean does so to a
degree unprecedented. If any part of a character is at
all wet with the Oceans waters, their Charisma,
23

Strength, Wits, and Willpower are all reduced by


one dot until they become dry (reducing Epic
attributes commensurately, if applicable). If
completely immersed, the character loses a further
dot in each, and additionally cannot regain
Willpower by any means until they leave. And, of
course, this is an extremely unpleasant experience:
if the characters survive, they will likely have at
least one nightmare recalling the sensation
thereafter.
Belphagor rules this realm, though she rarely
does anything about it. She takes no pains to hide
herself, and all characters have an instinctual desire
to flee from her direction as well as a counterpart
desire to give in and seek her, so finding her is
simply a matter of swimming upstream, so to speak.

Avatars of Logismoi
In their own twisted way, the Avatars manage to
work together on a base of familial love. Lucifer
fills the role of father, Logismoi as something like
mother, and the rest form a sibling dynamic. As
such, the Avatars are given to squabbling and little
rivalries, but they all obey Lucifers direct
commands. Lucifer, in turn, dotes on his fellow
avatars, Vanity more than most since it most closely
resembles him.
For all the Avatars, the thought possibility they
exemplify fills the very air around them. Everyone
in their presence simply feels the strong urge to give
in to their concept. There generally arent any
resistance mechanics to this since giving in to this
or not is purely free on the parts of the characters,
but the Storyteller might call for a difficulty 3 or 4
(Willpower + Integrity + Legend) roll for any
characters with preexisting predilections towards
giving in to that particular risk. The Avatars prefer
to let this effect drive creatures to tragic lengths
rather than using their Incite powers, since the
former is far more likely to end up making the
character into a Fallen Soul.
Favored Purviews: Chaos, Corruption*,
Darkness, Death, Health, Psychopomp.
Banned Purviews: Guardian, Justice.
* The Corruption purview is very obscure, lost completely
millennia ago, if it anyone ever knew it at all. The Storyteller
should use his creativity to portray the Avatars causing people
and things to act contrary to their best interests. For a slightly
more mechanical basis, treat Corruption as a Special purview
which allows the legendary being who possesses it to twist
any other boons of a level equal to or below their level of
Corruption in bizarre, horrific ways that nevertheless tempt
other minds to the most appropriate Logismoi concept, the
eleven-dot boon of which, known as The Fall, thus enslaves in
droves.

Lucifer
The Avatar of Pride, Lucifer is ultimately the
face of all corruption. Generally taking the form of
an extremely beautiful man (though like all
Logismoi Avatars, Lucifer can be whatever gender
he wants at the moment), it is virtually impossible
to hate him when in his presence, except when it
suits him to be hated. He spends most of his time
actively attempting to destroy Excalibur and the
Round Table, mediating disputes between the
24

children, and, of course, maintaining the rule of


pride in the world.
Lucifer has a base dice pool of 24 for all actions,
except for Presence rolls, for which he rolls 70 dice
(as a result of his Arete). He favors Social
Attributes and prefers to convince his enemies to go
against their better natures, to their eventual doom.
Virtues: Ambition 5, Malice 2, Rapacity 1,
Zealotry 1
Supernatural Powers:
Patrimony: Lucifer feels protective of his fellow
Avatars and is always aware of any danger they
may be in, as if he had a Vigil Brand laid down
upon them. Additionally, should they be in danger,
he is capable of instantly transporting himself to
their location, as Come Running.
Aura: Lucifers strength of will manifests itself
in increased physical protection, granting him an
addition to DVs and Soak.
Incite Pride: As a miscellaneous action, Lucifer
can cause a single creature to act in the most selfish
way possible for the duration of the scene. This is
treated as a Virtue Extremity. He rolls 24 dice (his
(Willpower + Integrity + Legend) roll) and the
creature rolls (Willpower + Integrity + Legend) to
oppose.
Worship Me: It is very difficult to avoid
worshiping at Lucifer's feet in praise of his
splendor: creatures below Legend 9 aren't even
allowed a roll, and gods below Legend 12 must
succeed on a (Willpower + Integrity + Legend) roll
with a difficulty of 15 to refrain from throwing
themselves prostrate for at least a minute. Creatures
with Legend 12 are afforded the option of spending
a point of willpower to avoid this effect entirely,
though. The use of Knacks such as Deprogramming
or even just good roleplaying could allow a
character who avoided this effect to help his
companions snap out of it should they fall victim to
Lucifer's magnificent, but it should not be
particularly easy.
Avatars: The Glory, The Fall, The Way.
Boons: Every one- to eight-dot Boon from every
Purview except Justice and Guardian, which are
forbidden to him. He also has all Boons from the
Corruption, Psychopomp, and Sun Purviews, as
well as Arete (Presence) 10.

Epic Attributes: Epic Social Attributes at the 10dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all
appropriate Knacks).
Join Battle: 24
Attacks:
Clinch: Accuracy 24, Damage 13L, Parry DV
, Speed 6, P
Unarmed, Heavy: Accuracy 23, Damage 16L,
Parry DV 39, Speed 5
Unarmed, Light: Accuracy 25, Damage 13L,
Parry DV 41, Speed 4
Flaming Sword: Accuracy 26, Damage 20A,
Parry DV 48, Speed 4, P
Soak: 18A/55L/60B (Aura +10A/+20L/+25B)
Health Levels: -0x40/Incap
Dodge DV: 62 Willpower: 10
Legend: 12 Legend Points: 144
Other Notes: Lucifer spends most of his efforts
on attempting to corrupt Excalibur and the Round
Table. As such, at any given time, his pool of
Legend is reduced by a number of points equal to (a
die roll x six). Lucifer also has a powerful aura as a
result of his blindingly powerful ego which affords
him some protection from physical attacks. Finally,
he can conjure his flaming sword without having to
spend an action and it disappears completely
whenever he wants or if he falls unconscious (since
it is little more than a manifestation of his ego), and
it only deals Lethal damage to anyone with Fire
Immunity who knows at least twenty-eight
cumulative dots of boons from the Fire purview.
Leviathan
Leviathan has a highly fluid appearance, taking
on the best aspects of whomever he happens to be
looking at at any given moment. In his nature state,
he is largely translucent, empty-looking. His goal is
always to obtain what others possess, be that the
love of a good woman, a pretty face, or memories of
a happy childhood. He is the Avatar of Envy.
Leviathan has a base dice pool of 20 for all
actions. He favors Social Attributes and prefers to
defeat his enemies by ripping them up and
devouring their best parts.
25

Virtues: Ambition 1, Malice 3, Rapacity 5,


Zealotry 2
Supernatural Powers:
Avatars: The Abyss, The Fall.
Crystal Travel: Leviathan can travel through any
facet of the crystals in his domain and come out any
other facet as if the facets were a single door. He
can do this as part of normal movement for no cost.
Incite Envy: As a miscellaneous action,
Leviathan can cause a single creature to act envious
towards everyone around him for the duration of the
scene. This is treated as a Virtue Extremity. He rolls
20 dice (his (Willpower + Integrity + Legend) roll)
and the creature rolls (Willpower + Integrity +
Legend) to oppose.
Boons: Every one- to eight-dot Boon from every
Purview except Justice and Guardian, which are
forbidden to her. He also has all Boons from the
Corruption and Darkness Purviews.
Epic Attributes: Epic Social Attributes at the 10dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all
appropriate Knacks).
Join Battle: 20
Attacks:
Clinch: Accuracy 20 Damage 11L, Parry DV ,
Speed 6, P
Unarmed, Heavy: Accuracy 21, Damage 14L,
Parry DV 55, Speed 5
Unarmed, Light: Accuracy 23, Damage 11L,
Parry DV 57, Speed 4
Soak: 8A/34L/39B
Health Levels: -0x38/Incap
Dodge DV: 38 Willpower: 2
Legend: 10 Legend Points: 100
Other Notes: As a rule, Leviathan always wants
what he cannot have. The instant he can have
something, he no longer wants it. This rule is
invariable, so any sort of negotiation with him
would probably require clever use of propositional
logic and trickery.

Mammon
Appearing as a trim woman in a business suit
with dozens of arms and heads all constantly
working on PDFs, analyzing spreadsheet
information, and counting on abacuses, Mammon is
literally incapable of not constantly trying to make
money, through any means necessary. The Avatar
of Avarice, she despises physical conflict,
preferring to send thousands of hired minions to
their deaths before she raises one of her many
fingers.
Mammon has a base dice pool of 20 for all
actions. She favors Mental Attributes and prefers to
defeat her enemies by paid proxy.
Virtues: Ambition 4, Malice 1, Rapacity 5,
Zealotry 3
Supernatural Powers:
Avatars: The Shaper, The Fall.
Incite Avarice: As a miscellaneous action,
Mammon can cause a single creature to become
exceedingly greedy for the duration of the scene.
This is treated as a Virtue Extremity. She rolls 20
dice (her (Willpower + Integrity + Legend) roll) and
the creature rolls (Willpower + Integrity + Legend)
to oppose.
Boons: Every one- to eight-dot Boon from every
Purview except Justice and Guardian, which are
forbidden to her. She also has all Boons from the
Corruption and Earth Purviews.
Epic Attributes: Epic Mental Attributes at the 10dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all
appropriate Knacks).
Join Battle: 20
Attacks:
Clinch: Accuracy 29 Damage 20L, Parry DV ,
Speed 6, P
Unarmed, Heavy: Accuracy 27, Damage 14L,
Parry DV 39, Speed 5
Unarmed, Light: Accuracy 29, Damage 11L,
Parry DV 41, Speed 4
Soak: 8A/34L/39B
Health Levels: -0x38/Incap
Dodge DV: 38 Willpower: 7
26

Legend: 10 Legend Points: 100


Other Notes: Her many hands raise Mammons
Clinch accuracy and damage by 9 and her other
Unarmed accuracies by 6.
Asmodeus
Like the mists that compose the majority of
Logismoi, Asmodeus has two sides: he initially
appears as absolutely the most sexually attractive
person anyone viewing him could ever imagine
(which means, of course, that his beauty is bound
by the imagination of the beholder). Each character
can attempt a difficulty 10 (Willpower + Integrity +
Legend) roll to view him as he really is: a distorted,
empty bag of skin, looking like a very ugly and
weathered human with their insides scooped out and
the skin turned into a balloon. He takes on this
appearance to everyone in his presence if a fight
breaks out, or if they shut down his advances (no
easy task, actually).
Asmodeus has a base dice pool of 20 for all
actions. He favors Social Attributes and prefers to
defeat his enemies in the most lascivious ways
possible.
Virtues: Ambition 1, Malice 1, Rapacity 5,
Zealotry 3
Supernatural Powers:
Avatars: The Savior/The Scourge, The Fall.
Incite Lust: As a miscellaneous action,
Asmodeus can cause a single creature to become
consumed with lust for the duration of the scene.
This is treated as a Virtue Extremity. He rolls 20
dice (his (Willpower + Integrity + Legend) roll) and
the creature rolls (Willpower + Integrity + Legend)
to oppose.
Boons: Every one- to eight-dot Boon from every
Purview except Justice and Guardian, which are
forbidden to him. He also has all Boons from the
Corruption and Health Purviews.
Epic Attributes: Epic Social Attributes at the 10dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all
appropriate Knacks).
Join Battle: 20
Attacks:

Clinch: Accuracy 20 Damage 11L, Parry DV ,


Speed 6, P
Unarmed, Heavy: Accuracy 21, Damage 14L,
Parry DV 39, Speed 5
Unarmed, Light: Accuracy 23, Damage 11L,
Parry DV 41, Speed 4
Soak: 8A/34L/39B
Health Levels: -0x38/Incap
Dodge DV: 38 Willpower: 5
Legend: 10 Legend Points: 100
Other Notes: None.
Beelzebub
Perpetually gaunt, Beelzebub is a terrifying
figure towering forty feet high though no part of her
body is more than a few feet thick. Whenever shes
not eating, a terrible desire fills her eyes and one
cannot help but feel terror, revulsion, and the
gnawing bite of hunger upon looking into the eyes
of Gluttony itself.
Beelzebub has a base dice pool of 20 for all
actions. She favors Physical Attributes and prefers
to defeat her enemies by eating them.
Virtues: Ambition 1, Malice 3, Rapacity 5,
Zealotry 3
Supernatural Powers:
Avatars: The Beast, The Fall.
Incite Gluttony: As a miscellaneous action,
Beelzebub can cause a single creature to become
consumed with unremitting hunger for the duration
of the scene. This is treated as a Virtue Extremity.
She rolls 20 dice (her (Willpower + Integrity +
Legend) roll) and the creature rolls (Willpower +
Integrity + Legend) to oppose.
Boons: Every one- to eight-dot Boon from every
Purview except Justice and Guardian, which are
forbidden to him. He also has all Boons from the
Animal, Cheval, and Corruption Purviews.
Epic Attributes: Epic Physical Attributes at the
10-dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all
appropriate Knacks).
Join Battle: 20
Attacks:
27

Clinch: Accuracy 20 Damage 11L, Parry DV ,


Speed 6, P
Unarmed, Heavy: Accuracy 19, Damage 14L,
Parry DV 55, Speed 5
Unarmed, Light: Accuracy 21, Damage 11L,
Parry DV 57, Speed 4
Bite: Accuracy 24, Damage 11L, Parry DV ,
Speed 6
Swallow Whole: Accuracy 19, Damage , Parry
DV , Speed 6
Soak: 10A/51L/56B
Health Levels: -0x55Incap (but see Other Notes)
Dodge DV: 61 Willpower: 3
Legend: 10 Legend Points: 100
Other Notes: Beelzebubs Swallow Whole
attack deals no initial damage other than, well,
swallowing the target should they fail an opposed
Strength roll. Anything swallowed by Beelzebub
takes five levels worth of aggravated damage every
five ticks due to crushing and stomach acid.
Additionally, Beelzebub typically has a stomach
full of demigod-level beings through her use of the
Ugly Mule Cheval boon. The Storyteller can
assume they had an average of twenty health levels,
as Beelzebub prefers plumper demigods, the upshot
of which is that her total number of Health levels
could well exceed 250, making for a very long fight
indeed. Damage dealt to her by creatures she has
swallowed normally, however, goes directly
to her health levels.
Amon
Though the Avatars of Logismoi are not actually
Judeo-Christian demons, Amon fancies their style
and spends most of her time looking like one. Red,
scaly, giant horns and a long, thin tail with an
arrow-head tip, all shes missing is a pitchfork, and
only because she prefers to use her claws. Amon
truly enjoys fighting, or enjoys it as much as any
Avatars of Logismoi can enjoy anything. She can
always find something to be angry at, something to
hate. Then again, thats what the Avatar of Wrath is
for.
Amon has a base dice pool of 20 for all actions.
She favors Physical Attributes and prefers to defeat
her enemies by eating them.

Virtues: Ambition 2, Malice 5, Rapacity 2,


Zealotry 3
Supernatural Powers:
Avatars: The Devourer, The Fall.
Incite Wrath: As a miscellaneous action, Amon
can cause a single creature to become consumed
with rage for the duration of the scene. This is
treated as a Virtue Extremity. She rolls 20 dice (her
(Willpower + Integrity + Legend) roll) and the
creature rolls (Willpower + Integrity + Legend) to
oppose.
Boons: Every one- to eight-dot Boon from every
Purview except Justice and Guardian, which are
forbidden to him. He also has all Boons from the
Corruption, Fire, and Itztli Purviews.
Epic Attributes: Epic Physical Attributes at the
10-dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all
appropriate Knacks).
Join Battle: 20
Attacks:
Clinch: Accuracy 20 Damage 11L, Parry DV ,
Speed 6, P
Unarmed, Heavy: Accuracy 19, Damage 14L,
Parry DV 55, Speed 5
Unarmed, Light: Accuracy 21, Damage 11L,
Parry DV 57, Speed 4
Claws: Accuracy 24, Damage 21A, Parry DV 60,
Speed 4, P
Soak: 25A/71L/86B (Demon Hide
+15A/+20L/+30B)
Health Levels: -0x55Incap
Dodge DV: 61 Willpower: 3
Legend: 10 Legend Points: 100
Other Notes: Amon is utterly implacable in
combat. She hurls herself into the fray with earpiercing screams and always goes for the throat. It
is not in her nature to back down from a fight, so
characters are advised to be careful not to start
something they can't finish.
Belphegor
Of all the Avatars, Belphegor is perhaps the most
pitiable. Taking the form of a small, wretched girl
28

generally wrapped in the fetal position, the Avatar


of Sorrow radiates sadness, mental hindrance, and
the urge for inaction. She lies in the Tear Ocean, her
mere existence signifying that part of the human
soul that desires to do nothing, to give up, to give in
to oblivion. She enjoys absolutely nothing and
generally wishes only to be left alone. She is more
reluctant than most to obey Lucifers commands,
though still finds herself compelled to do what he
says, if absolutely nothing more.
Belphegor has a base dice pool of 20 for all
actions. She favors Mental Attributes and prefers to
defeat her enemies by paid proxy.
Virtues: Ambition 1, Malice 1, Rapacity 1,
Zealotry 2
Supernatural Powers:
Avatars: The Flood, The Fall, The Abyss.
Ennui: Belphegor has a layer of inaction
surrounding her at all times that negates much of
the energy behind anything that comes in contact
with her, granting her a substantially increased soak
value.
Incite Sorrow: As a miscellaneous action,
Mammon can cause a single creature to become
tremendously discouraged for the duration of the
scene, not wanting to interact with anyone. This is
treated as a Virtue Extremity. She rolls 20 dice (her
(Willpower + Integrity + Legend) roll) and the
creature rolls (Willpower + Integrity + Legend) to
oppose.
Boons: Every one- to eight-dot Boon from every
Purview except Justice and Guardian, which are
forbidden to her. She also has all Boons from the
Corruption, Darkness, and Water Purviews.
Epic Attributes: Epic Mental Attributes at the 10dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all
appropriate Knacks).
Join Battle: 20
Attacks: (see Other Notes)
Clinch: Accuracy 20 Damage 11L, Parry DV ,
Speed 6, P
Unarmed, Heavy: Accuracy 21, Damage 14L,
Parry DV 39, Speed 5

Soak: 18A/74L/189B (Ennui


+10A/+40L/+150B)
Health Levels: -0x38/Incap
Dodge DV: 38 (but see Other
Notes) Willpower: 1
Legend: 10 Legend Points: 100
Other Notes: Belphagor never attacks and never
bothers to dodge attacks unless directly ordered to
by Lucifer. If anyone manages to make it through
her soak, shes likely to call for Lucifer, but may
not feel up to it, at the Storytellers discretion.
The Avatar of Vanity
Somehow, in part due to its exclusion from the
Seven Deadly Sins, in part due to its solipsistic
nature, the Avatar of Vanity managed to avoid ever
receiving a name; even calling it the Avatar of
Vanity is nothing more than a vague convention,
not nearly enough for a title to latch on to. The
upshot of this is that the Avatar has no attributes, no
boons, no soak, no Virtues, not even a Legend
rating. The Avatar can go where it wants when it
wants, seen or totally unseen as its fancy catches it.
Lucifer dotes on Vanity partially for this reason,
much to the annoyance of the other Avatars, though
Vanity gives Lucifer nothing in return.
As a result, Vanity cannot be fought, captured,
corralled, bound, or otherwise opposed through
ordinary means. Even attempting to talk to Vanity is
all but an exercise in futility, as its blas solipsism
and childlike personality lead to it just not caring
enough about anyone to converse with them. Vanity
doesnt interact with the world very often, though,
not directly: it still has its aura of Vanity, and it
does still hear things, if it doesnt bother to
remember them very clearly. Lucifer sometimes
manages to use Vanity as a spy, or occasionally for
its aura of Vanity, sending it into the midst of a
group of Gods and hoping for the worst.
In any case, finding, much less capturing, the
Avatar of Vanity would require a great deal of
creativity on the part of the capturing party. It
would almost certainly require stepping beyond the
rules somehow and probably the use of at least one
Ultimate Attribute or purview Avatar.

Unarmed, Light: Accuracy 23, Damage 11L,


Parry DV 41, Speed 4
29

Lesser Creatures of Logismoi


By and large, Logismoi doesnt have many of its
own sorts of creatures. It prefers to nab titanspawn
or lesser immortals and corrupt them into doing its
work for it. As such, traveling through the Titan can
sometimes be a twisted menagerie of monsters from
all over the three worlds. They generally arent a
physical danger to travelers, though, as Logismoi
would prefer to corrupt their souls until they
become Fallen rather than kill them.
That said, there are some creatures specific to
this Titan, including the dreaded Morphs.

Morphs
After the Avatars, Morphs are the most powerful
and dangerous of Logismois children. Each Morph
was originally a human (which means Scions are
fair game) who fell so hard as to leave a crater when
they landed. Become a Morph requires more than
just giving in, though: the human had to have great
strength of will and knowingly give themself over
totally to not just one of the eight dangerous
thoughts, but most or all of them. The souls of these
humans are taken to Logismois bossom and fed
foul milk and raw power until they become very
nearly avatars in their own right. Thankfully,
Morphs are fairly rare. Most of them prefer to spend
their time on Earth corrupting mortals.
Morphs symbolize the interconnection of the
corrupting thoughts, how one flows into another.
They use unconventional tactics when fighting and
try to play enemies off one another. Morphs also
make frequent trips to the world, making use of
their Cheval boons to carefully arrange Falls.
Attributes: Strength 5, Dexterity 8, Stamina 5;
Charisma 8, Manipulation 11, Appearance 6;
Perception 7, Intelligence 8, Wits 8
Virtues: Ambition 5, Malice 5, Rapacity 5,
Zealotry 5
Abilities: Academics 3, Animal Ken 1, Athletics
2, Awareness 4, Command 5, Empathy 5, Fortitude
1, Integrity 5, Investigation 4, Larceny 5,
Marksmanship 5, Melee 3, Occult 5, Politics 5,
Presence 5, Stealth 5, Survival 1
Supernatural Powers:

Epic Attributes: Morphs have ten dots of Epic


Manipulation (with all appropriate knacks), seven
dots of Epic Charisma (with all appropriate knacks),
seven dots of Epic Intelligence (with all appropriate
knacks), and four dots of all other Epic attributes
(with all appropriate knacks).
Boons: Cheval 1-8, Chaos 1-10, Strike
Dead/Deny Death, Otherworldly Portal, Rainbow
Bridge, Ride Animal, Animal Form, Mothers
Touch, Cradlesong, Control Aging, Restore/Wither,
Holy Fony/Epidemic, Psychic Prison, Lunacy,
Morale Failure, Euthanasia, Safely Interred, Bless
or Blight, Night Eyes, Fire Immunity, Assess
Health, Blessing of Health/Curse of Frailty,
Heal/Infect, Unerring Location, Where Are You?,
Unbarred Entry, Winds Freedom.
Corrupting Influence: Like the Logismoi
Avatars, sentient beings in the vicinity of the Morph
are more likely to be lustful, greedy, prideful, etc,
though the Morphs influence causes each to give in
to whichever of the eight thoughts they are most
susceptible to.
Incite Corruption: As a miscellaneous action, the
Morph can cause a single creature to become
overcome with whatever corrupting thought they
are most susceptible to. This is treated as a Virtue
Extremity. The morph rolls its (Willpower +
Larceny + Legend) roll) and the creature rolls
(Willpower + Integrity + Legend) to oppose.
See Corruption: The Morph is aware of every
evil thing anyone it can see has ever done.
Insensible: All creatures with a Legend score
below that of the Morph (with the exception of
Logismoi Avatars and characters with a 5 in Purity)
are incapable of sensing the Morph in any way
unless the Morph wishes to be sensed. Of course, if
a Morph walks through a cloud of dust, the
characters are free to infer that there must be an
invisible creature there, for example. Morphs never
leave such hints due to any natural feature of
Logismoi, such as the mists.
Corrupted Nature: All Morphs carry the
corrupted template.
Join Battle: 12
Attacks:
Clinch: Accuracy 12, Damage 9B, Parry DV ,
Speed 6, P
30

Unarmed, Heavy: Accuracy 11, Damage 12B,


Parry DV 5, Speed 5
Unarmed, Light: Accuracy 13, Damage 9B,
Parry DV 7, Speed 4
Soak: 4A/10L/12B
Health Levels: -0x14/Incap
Dodge DV: 19 Willpower: 10
Legend: 11 Legend Points: 121
Trophy: The skin of a Morph can be used as a
very decent invisibility cloak. Donning the skin is a
bit difficult and takes about five minutes. When
wearing the skin, the character gains fifteen
autosuccesses to all Stealth rolls related to hiding
from sight, and characters with a Legend score
below 5 dont even get to roll.
Other Notes: Morphs almost always flee combat
unless they think they can somehow use the fight to
make someone Fall. If forced into fighting to the
death, morphs can be terrifying, tossing out boon
after knack and making the best of their epic
attributes.
Logismoi avatars love using corrupted Scions
(whether with the template or not) as their
lieutenants and servants. Mordred is one of the
more prominent of these.

Mordred
Scion of Morgan le
Fay and Lucifer
The son of Arthur
by his stepsister
Morgause, Mordred
was born to raise
hell. A beautiful but
terrifying young
man, he has always
had treachery in his
heart, even as a
child, and his
schemes have only
grown more and more intricate and cruel as the
centuries have passed. He caused the first fall of
Camelot by exposing and exacerbating Guinevere
and Lancelots affair and then killed Arthur, and he
aims to do much the same again. After biding his

time in the Wastelands for over a millennium,


Mordred found a massive legend awaiting him in
the world when he surfaced in response to the
release of the Titans. He eventually decided to ally
himself with Lucifer, judging that to be the surest
path to power over Camelot. He pitched himself as
capable of repeating his previous deeds and
promised to break apart Camelot a second time,
throwing in the promise to kill Arthur when he
finally awakes. In exchange, he asked for regency
over Camelot after its final defeat and a resurrection
after he and Arthur slay each other. Lucifer agreed,
and the rest is history.
Mordred knows a lot less than he likes to think
he does. He doesnt know that in his second
confrontation with Arthur, he is fated to be utterly
and completely defeated without having time to
take even a single swing. He doesnt know that the
resurrection promised by Lucifer will leave him a
husk of a being, little more than a zombie. And he
doesnt know that the true destruction of Camelot
would turn him into an uppity ghost and allow
Logismoi to absorb Camelot, which Lucifer by no
means intends to allow him to rule. His lilting
arrogance, of course, is none the less for all this.
Calling: Lieutenant of Lucifer
Nature: Traitor Mordred regains a point of
willpower whenever he betrays someones
confidence.
Pantheon: Vanguard of Avalon
Patron: Morgan le Fay and Lucifer
Attributes: Strength 6, Dexterity 5, Stamina 5;
Charisma 4, Manipulation 4, Appearance 5;
Perception 3, Intelligence 3, Wits 4
Virtues: Ambition 5, Intellect 2, Malice 2,
Rapacity 1
Abilities: Athletics 5, Awareness 3, Brawl 5,
Command 3, Fortitude 3, Integrity 3, Larceny 5,
Melee 5, Politics 5, Presence 5
Birthrights: Followers (variable; Logismoi
creatures) 5, Relic (Corruption suit) 2, Relic (King
Killer) (Axe) 4, Relic (Terror Helm) 2, Relic
(Guineveres Wedding Ring) 1, Relic (Demons
Breath) 3
Supernatural Powers:
Epic Attributes: Epic Strength 6 (Crushing Grip,
Divine Wrath, Disfiguring Attack, Uplifting Might,
31

Knockback Attack, Make It Look Easy), Epic


Dexterity 5 (Cats Grace, Divine Balance, Escape
Artist, Roll With It, And the Crowd Goes Wild),
Epic Stamina 5 (Damage Conversion, Self-Healing,
Solipsistic Well-Being, Body Armor, Extended
Youth), Epic Charisma 3 (Charmer, Crowd Control,
Boys Will Be Boys, Hapless Cool), Epic
Manipulation 3 (Gods Honest, Advantageous
Circumstance, Rumor Mill, Not the Face), Epic
Appearance 4 (Center of Attention, Dreadful Mien,
Do Not Want, Perfect Actor), Epic Wits 3 (Instant
Assessment, Opening Salvo, Scathing Retort, Dont
Read the Manual).
Boons: Eye of the Storm, Hornets Nest, Battle
Cry, Warrior Ideal, Mortal Stroke, Morale Failure.
Curse of Merlin: Mordred is fated to be
beheaded by Arthur in a single iajitsustyle stroke
with a ~$50 sword in the throne room of Camelot
before Mordred even gets his axe at the ready. As
such, he is always saved from death by any other
means through coincidence and luck. Mordred is
not aware of this curse and as such does not rely on
it to save him. A group of scions with enough
determination and magical prowess may be able to
get around this, though; specifics required for the
success of any such attempts are left to the
Storytellers discretion.
Join Battle: 7
Attacks:
Clinch: Accuracy 10, Damage 7L/B, Parry DV
, Speed 6, P
Unarmed, Heavy: Accuracy 9, Damage 10L/B,
Parry DV 15, Speed 5
Unarmed, Light: Accuracy 11, Damage 7L/B,
Parry DV 17, Speed 4
King Killer: Accuracy 11, Damage 15L, Parry
DV 16, Speed 5

whenever he leaves, though even these take orders


from the Avatars first. He has a special HAZMAT
suit (which acts as Leather Armor with 0 Fatigue)
which allows him to stay in Camelot or Logismoi
without risking gaining the Corrupted template as
long as he wears it regularly and protects him from
the other deleterious effects of Logismoi's
atmosphere. His axe, the same one with which he
killed King Arthur back in the 5th century, acts as a
speed 5 Labrys with the Piercing quality, channels
the Chaos purview, and has the one-dot unique
ability of ignoring the soak from Stamina (not Epic
Stamina) of anyone with the rank of Earl (or the
equivalent) or higher, up to and including kings and
emperors. Mordreds Terror Helm channels the War
purview and has the one-dot unique ability of
increasing the Willpower cost to ignore any of
Mordreds mental effects to induce terror or fear to
two points. Mordred also wears the ring with which
Guinevere was wed to Arthur, which he swiped
long ago. The ring allows him to use the knack
Boys Will be Boys on anyone of any Legend rating,
though anyone with a higher Legend still gets to roll
as if they were equal to him. Finally, Mordred
wears the torc Demons Breath around his right arm
at all times. This torc was given to him by Lucifer
and is composed of solid black smog. Should
Mordred ever die while wearing it, he will be reborn
out of the mists of Logismoi after 666 minutes,
assuming the torc isnt destroyed in that time
(which is only possible if it is struck by the weapon
which killed him or melted with volcano-like
temperatures). What he doesnt know is that what
his new incarnation will gain one dot to all his
Physical attributes, lose all but 1 dot in each Social
and Mental attribute and lose all Epic dots in them),
gain the Corrupted template instantly regardless of
his Corruption suit, and be totally under the control
of Lucifer, utterly lacking free will.

Soak: 19B/15L/5A
Health Levels: -0x18/Incap
Dodge DV: 19 Willpower: 7
Legend: 7 Legend Points: 49
Other Notes: While in Camelot or Logismoi,
Mordred has command over all minions of the
Titan, though the orders of any of the Avatars or a
Morph circumvent his own. He can take up to five
birthright points worth of minions with him
32

The Corrupted Template


Creatures with this template give the impression of being
just terribly wrong somehow, as if they should be either a bit
more horrific or a bit more lovely. Everything about them is so
very close to being idealized, and yet theres something
predatory about them that disturbs on a fundamental level
perhaps because even though you know something's wrong,
you want it anyway.
Gaining the corrupted template gives the creature an
additional dot of negative Epic Appearance that can exceed all
ordinary limits. Touching a corrupted creature (even with a
melee weapon) causes the character to lose a point of
temporary Willpower. Corrupted creatures are totally under
the control of Logismoi and lack the ability to act against the
Titans interests. Finally, spending too much time in Logismoi
causes virtually any creature to risk gaining this template
(though since this time would exceed several months, it isnt
usually an issue for player characters in a typical story), and
certain circumstances might cause the corrupted creature to
lose this template as well.
A corrupted creature is immune to harmful Boons from the
Health and Chaos purviews employed by Scions with a lower
Legend rating. Attacks using the Justice and Sun purviews are
considered to have the piercing quality against corrupted
creatures.

33

Acknowledgements
First, the bulk of this pantheon is my work, with
a high degree of conceptual help from a few of my
real-life friends.
Second, I had a great deal of help with
refinement from the lovely people from the White
Wolf forums. Nova Nailo gets special mention for
giving me the idea for And So It Is Foretold
(Questing 7), but everyone from this thread was
very helpful as well.
And finally, all images used in this document
were taken from the characters Wikipedia entries,
except for the Fisher Kings picture, which was
taken from the Holy Grail entry, and Arawns, from
the entry on Druids.

BlaineTog
July 9th, 2011

34

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