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The Vanguard of Avalon

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

The Vanguard

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

Her Scions all age incredibly slowly and have an affinity for the sea. They also tend to have a
congenital boredom with life and will frequently do something rash just for the thrill and shock
of it, though they have a weird sort of long-term patience, and very rare is the Scion of the Lady
of the Lake who is especially violent.
Associated Powers: Epic Manipulation, Epic Perception, Health, Magic, Moon, Prophesy,
Questing, Water.
Abilities: Art, Craft, Empathy, Medicine, Occult, Presence.
Rivals: Merlin, Morgan le Fay; Isis, Ptah, Hephaestus, Frigg, Shango, Brigid, Dian Cecht,
Parvati.
Galahad
AKA: The Pure of Heart, the Greatest Knight
Description: Where Galahad goes, goodness follows. The bastard son of Sir Lancelot and Elaine
of Carbonek (the Fisher 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
is, he nevertheless showers them with as much love and attention as he can. He also makes a
point of adopting "bad eggs that he hopes to rehabilitate, sometimes with greater or lesser
success.
Associated Powers: Epic Appearance, Epic Stamina, Epic Strength, Guardian, Health, Questing,
Sun.
Abilities: Athletics, Fortitude, Integrity, Melee, Occult, Presence.
Rivals: Robin Hood; Horus, Apollo, Baldur, Ogun, Dian Cecht, Lugh, Guanyin, Sun Wukong.
Arthur
AKA: King Arthur, Arthur Pendragon, and Arthur Many-Sword
Description: Considered by many (including himself) to be the best, if not necessarily the most
successful, of all the kings of England, the stories of 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 him fated to swiftly break any
other sword he wields in battle, and so carries a steel-reinforced golf bag full of cheap pawnshop
swords at all times (so he does not feel bad when they shatter after every third or so blow).
Arthur has not been around for, as long in the modern world as many of the other gods, so he has
not had the time to take on as many roles. He spent some time as a certain British Secret Service
double-0 agent, but he has also stepped in for the Prime Minister of the UK several times and
owns a handful of carefully chosen businesses in England. Wherever he is, he is always on the
precipice between spectacular success and failure brought on by overlooked minutiae.
Arthurs Scions usually find themselves destined for greatness, even those he does not awaken,
though they equally usually find their designs bedeviled by crucial flaws. Strong and loud, his
Scions are fearless leaders of men who take advice well but sometimes need a little more
temperance than they find at their disposal.
Associated Powers: Epic Charisma, Epic Stamina, Epic Strength, Guardian, Justice, Questing,
War.
Abilities: Athletics, Command, Fortitude, Integrity, Melee, Presence.
Rivals: Morgan le Fay; Odin, Atum-Re, Zeus, Huitzilopochtli, Ogoun.
Morgan le Fay
AKA: Morgane, Morgain, Morgana
Description: Known today as one of the primary authors of Camelot's destruction, Morgan le
Fay is actually not the most antagonistic of Arthur's half-sisters! She started as an ambivalent
figure, helping and hurting Arthur in turns while her power-hungry sister Morgause was the one
who dogged him as much as she could. The whims of fate, however, moved Morgan into her
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 home wrecker. Wherever she is, she is always
spinning everything to her advantage as quickly as possible, willing to do or have done anything
if it advances her schemes.
Her Scions are hardly less power-hungry or unscrupulous. Though they maintain a fierce loyalty
to Morgan, they can rarely be counted on to help anyone else if it is not in their interest to do so.
That said there is the odd duck who tries to take a more humanitarian approach, still vying for
power but without taking others as mere stepping-stones.
Associated Powers: Epic Appearance, Epic Manipulation, Epic Wits, Health, Illusion, Magic,
Questing, Sky.
Abilities: Animal Ken, Awareness, Larceny, Occult, Politics, Presence.
Rivals: Merlin, Arthur; Isis, Aphrodite, Hermes, Freya, Erzuli.
Robin Hood
AKA: Robin of Loxley, the Earl of Huntington, Hobbehod
Description: Though stealing from the rich and giving to the needy is hardly standard godly
fare, Robin Hood found it his claim to fame. Born a mere man, Robin achieved a great many
deeds in his lifetime as well as a commensurate amount of fame. Merlin foresaw his enduring
popularity throughout the centuries and as such directed the Lady of the Lake to Knight him into
the Vanguard to serve as another source of badly needed legendary sustenance for the pantheon.
Robin has fulfilled that mission admirably and is well respected in Avalon, even if few of the
members share any of his zeal for charitable theft.
Robin has been in both Greenpeace and the Peace Corps and has held positions of power in
several communist terrorist organizations. He has created a number of crime syndicates
dedicated to his original mission of stealing for the greater good, though he has also done time as
a stockbroker, a business executive, an open source advocate, and an internet pirate.
Robin 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


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

number 007) until her death, at which point she became the leader of the Vanguard and
brought peace and stability.
Queen Elizabeth has been too busy with Overworldly matters to spend all that much time on
Earth and now that Arthur is back she busies herself largely with tutoring him in modern politics,
but she still dabbles in British government doings from time to time and has been known to crash
Renaissance faires when bored (curiously taking only second place in look-a-like contests more
often than not).
Elizabeth is not, in fact, a virgin, but she has lived chastely her entire time as a god largely
because of the cult of virginity that sprung up around her even during her life. She prefers to
adopt strong women as her Scions, women who lead cautiously but can act with aggression when
necessary. She does have a few male Scions, though they generally take more after her father,
Henry the XIII, than her.
Associated Powers: Epic Charisma, Epic Intelligence, Epic Manipulation, Epic Wits, Mystery,
Questing, War.
Abilities: Academics, Awareness, Command, Integrity, Politics, Presence.
Rivals: Arawn, Morgan le Fay, Robin Hood; Damballa, Amaterasu, Tezcatlipoca, Odin, Hera,
Horus.
Arawn
AKA: Earth-Mother, Bal, Dalon Ap Landu
Description: Arawn is an old, old god, older than all the rest of the gods of the pantheon put
together, he would say. The thing is, he does not really remember how old he is. He does not
really remember much of anything of his past, actually; Arawn may not even be his real name.
He does remember the blood, though, and the adulation cried deep into the night while firelight
crackled against the standing stones. With the Roman invasions of England and the rise of
Christianity, the Welsh gods from which Arawn comes grew dissatisfied with the modern world
and went into a slumber to wait until a time when the world was once again ready for them. They
underestimated Christianity's hold, however, and as the centuries crawled on far beyond their
expectations, their unconscious forms became forced to mystically cannibalizing each other to
survive. One day, however, Arawn found he just conscious enough to notice his surroundings:
through no virtue of his own, belief in the old ways had begun resurgence, triggering his return
as the only god left fit to receive the worship.
While Arawn is still reeling from his centuries-long coma, the steady worship of Neo-Druidism
is a balm to his soul. 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 Neo-Druid 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, And Water.
Abilities: Animal Ken, Brawl, Fortitude, Integrity, Larceny, Survival.
Rivals: Galahad, Arthur; Geb, Poseidon, Zeus, Thor, Quetzalcoatl, Tlaloc, Raiden, Susano-O,
Tsuki-Yomi, Damballa, Legba, Shango.
Questing - Pantheon Specific Purview
Though every Scion of every pantheon gets into adventures, no one makes it into the art form
that the Vanguard has. They relish wandering the earth in search of wonders to view and quests
to try and wrongs to right, almost without so much as a glance backwards. In short, the Vanguard
makes Fates job that much easier, and they are recompensed for their zeal and daring.
Title (Questing )
Dice Pool: None
Cost 1 Willpower (see text)
However, what would a knight be without a special title with which to wage great
campaigns and do deeds of daring-do? Upon taking this boon, the Scion chooses an alternate
name, moniker, or title to be his own. This title can be anything he likes, but has to be at least
slightly different from his actual name. For someone named Gregory Smith, for example, Sir
Gregory would suffice (though Sir Gregory of the Grey Star would be better). Whenever
traveling under this name, all Fatebindings are attached to it rather than the 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 other side, the Scion
has a larger Fateful Aura when traveling under his Title, getting into trouble as if his Legend
rating were one higher than it actually is.
The Scions appearance also changes in slight, nearly unperceivable ways when he travels under
his Title. Perhaps he seems more kingly, or craven, or maybe his face just has little cues here and
there, which catch the light a little differently. The difference is just enough that most people
most will not recognize him as the same person under most circumstances.
The Scion chooses to travel under either his Title or his name at the beginning of each Story.
Switching between his name and his Title costs a point of temporary Willpower, the switch does
not require an action, though the Scion may wish to take the switch as an opportunity to Stunt. If
someone Fatebound to the Scion is made to understand that the Scion's name and Title are the
same person (like if the Scion switches between them right in front of them), the Fatebond
transfers to the Scion's name and that person thereafter treats the Scion as always traveling under
his name for the purposes of Fatebinding (so he still treats the Scion's Legend as one higher if he
wants to use something on the Scion, for example). A single person can be Fatebound to both the
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 low-Legend Demigod, but perhaps it will be
raining, preventing the fire demon from using his flame blast).
Special: The Storyteller may wish to allow the player to swap out a favored Epic Attribute or
Purview which the character hasnt purchased anything in for one related to his Title for free,
though this is strictly optional.
Travelers Aid (Questing )
Dice Pool: None
Cost: None
Fate looks out for Scions of the Vanguard of Avalon, helping them get beyond the petty,
mundane concerns of travel. Upon taking this boon, the Scion never again need worry about
Fatigue from armor, and gains his Legend in bonus dice to (Stamina + Fortitude) Environmental
Trauma, and Disease Virulence and Morbidity rolls. This bonus may also apply to other related
rolls, at the Storyteller's discretion.
(Something to keep in mind, though, is that Fate has been known to revoke the bonus to
Environment Trauma rolls in order to force the Scion to a preordained location. This is rather
rare, though, as Fate generally prefers its Vanguard scions whisked to the next part of their
stories rather than bogged down by a little rain).
Damsels Rescuer (Questing )
Dice Pool: None
Cost: None
Fate can be rather unoriginal from time to time, and it has a real voracity for stories about
saving helpless women from castles. While Fate has become more progressive in the modern era,
it still does not concern itself much with being unique. As such, a Scion who takes this boon
gains a special pool of Legend points each Story, who he can only spend on actions directly,
involved with rescuing a Damsel in Distress (who can be of either sex). Additionally, whenever
the Scion successfully rescues a D.I.D., he regains Legend to his normal pool and a point of
temporary Willpower.
At Hero level, the special pool of Legend is equal to the Scions Purity (minimum one), and he
regains one point of Legend upon a successful rescue. At Demigod level, the special pool is
equal to two times his Purity (minimum two) and he regains two points upon a successful rescue.
Finally, at God level, the special pool is equal to four times his Purity (minimum four), and he
regains four points of Legend upon a successful rescue.
Helpful Shelter (Questing )
Dice Pool: None
Cost 4 Legend
No matter where a knight of 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 need not worry about normal weather
conditions on the surface of the Earth at all, and gain five automatic successes on all other
Environmental Trauma rolls while in the shelter. The shelter lasts until daybreak at which point it
disappears, leaving its occupants sleeping peacefully on the ground, unless the 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
It is a familiar scene: the knight, lost and alone, searching in vain for the castle containing
his prized McGuffin, bends over to take a drink from a stream, gets up and suddenly sees that the
stream was actually a moat and he has arrived at his destination!
This boon is one of the more practically useful of the tools in the Vanguards arsenal. The
Scion's player can activate it whenever the Scion is searching for a specific destination related to
the Story and does not know exactly how to get there. The player spends three points of Legend
from the Scions pool, and within five minutes of wandering, the Scion (and anyone traveling
with him) arrives unexpectedly at the location. The Scion must have been wandering for at least
a few hours beforehand (or for however much time the player and Storyteller can agree is
appropriate) and must be within fifty miles per dot of Legend of the destination for this boon to
take effect. He also must have a pretty good idea of where he's trying to go: "the Castle Elsinore"
or "my friend Greg's house" are both acceptable, but "wherever my friends are being held" or "to
the grail!" are not.
Convenient Aid (Questing )
Dice Pool: None
Cost 5 Legend
Talking swords, helpful strangers, wise old men, and friendly animals: these are just
some of the ways Fate goes out of its way to help the Vanguard along. This boon represents
coming upon unasked-for material aid. The 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. Therefore, when traveling to fight a Hydra-like monster, for
example, a Legend 6 Scion might come upon a 3-dot Flaming Sword and five Amazons with
torches, or perhaps a Valkyrie Horse and a mortal Guide who knows all about mythical beasts
from Greco-Roman myth.
This boon can only be used once per Story and the Birthrights gained from it go away at
the end of the Story, though the Storyteller may give the Scion the same Birthrights from use to
use, and the player and the Storyteller may want to work something out to make a particularly
enjoyable Birthright gained this way permanent.
The Storyteller may wish to gift the Scion with the temporary companionship of another
Scion instead of a collection of Birthrights, in which case the companion Scion will have a
Legend score equal to two less than the Scion's. Though this character will generally give the
Scion aid, he or she has still his or her own agenda and is under no particular compulsion to obey
the Scion's orders.
Hammer of Fate (Questing )
Dice Pool: None
Cost: 10 Legend + 1 Willpower
Occasionally, Fate cuts with the subtle crap and rams its Vanguard Demigods into what it
wants them to do like a Mack truck.
When a Scion activates this power, he is immediately given perfect aid by Fate. For the
remainder of the scene, Fate pronounces this Scion's role or goal in the occurring scene (chosen
by the Storyteller). The pronouncement must be of benefit to the Scion and must be relevant in
his successful completion of the scene. The Scion is immediately aware of what he is fated to do,
becoming an extension of the prophecy itself. When performing any action dictated by Fate to be
directly relevant to completing his role, the Scion always achieves at least the minimal number of
successes to succeed, even if he rolls fewer. The prophecy must be simple, able to be fulfilled in
that scene, and somewhat important to the completion of the Story, if not directly relevant to the
completion of the Cycle.
Example: Rogerios, Knight of Cambridge, is to duel an evil lord for control of the
fiefdom. Rogerios is pronounced by Fate to defeat the evil lord while on horseback with
his lance. If Rogerios were to charge the evil lord on horseback, his attack would
unerringly find its target, although he may be hit by the evil lord's lance in return, or
avoid it entirely (as determined by the ST).
After preventing a number of rolls from failing equal to half the Scions legend, this boon
ends. The boon also ends if the Scion does something other than pursue the prophesy. This
power may be used once per Story and activating it counts as a Speed 3 miscellaneous action.
The Scion is also Fatebound to whatever the Storyteller feels is most appropriate with strength
equal to the number of rolls the boon prevents from failing.
[Note: thanks to Nova Nailo for this one, since it is mostly his.]
Godhood Title (Questing )
Dice Pool: None
Cost: None

Though all Knights of the Vanguard are blessed with a Title, the senior Knights are
afforded superior Titles with greater legendary potency.
The 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 Grey Star might become The Grey
Starlight of Avalon, for example), though this is optional and has no additional effect. He may
also choose at this time to switch the phantom increases to Legend and Fateful Aura from his
Title to his name, if he wishes to be better known by that than his Title.
Knighting Ceremony (Questing )
Dice Pool: Charisma + Politics
Cost: 20 Legend + 1 Willpower dot
Though the usual way the Vanguard adds to its forces is through good old fashioned
procreation, they also have the ability to induct anyone of sufficient quality into their ranks. The
target of this boon must be a mortal with a rating of 4 or above in at least two Attributes, a rating
of three or above in at least three other Attributes, and a Willpower rating of at least 4 (each God
generally has other requirements of those they consider Knighting as well, such as personality,
moral rightness, royal lineage, the completion of a vigil or small quest, etc., but these are
subjective and not necessary for the boon itself to function). The God then performs an hour-long
ceremony, during which time he spends the Legend points and dot of Willpower. At the end of
the ceremony, the target permanently becomes a Scion of the Vanguard of Avalon, though he
only gains Birthrights if they are given to him and gains Questing as his only Associated Power
unless the Storyteller deems that the Knight is especially destined for greatness, in which case he
gains the Associated Powers given by the God who Knighted him. (Player characters, of course,
are always so destined)
Depending on the God using it, this boon may take different forms. Perhaps a Scion of
Arthur pulls out a sword, recites a lengthy speech, and taps the mortal on each shoulder, whereas
a Scion of Morgan le Fey might perform a complicated occult spell, and a Scion of Arawn might
meditate with the mortal in a grove and then smear freshly slaughtered deer's blood across the
mortal's forehead. Players can also play characters brought to Scion hood through this boon, in
which case the only mechanical difference from playing a natural Scion is that he must meet the
Attribute requirements.
Master of Fate (Questing )
Dice Pool: Manipulation + Occult + Legend
Cost: 15 Legend + 1 Willpower
After sitting in the palm of 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.

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

The Old Ones - Overview


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

Virtues:
Virtues
Piety, Intellect, Duty, Conviction

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

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

Yog- Sothoth

(God of the Gateways and Guardian of the Paths)


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

Shub- Niggurath
(God of Fertility)

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

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

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

Cthulhu
(God of the Deep)

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

Furiae - The Purview of The Great Old


Ones
This Purview is derived from the metaphysical connection of the Old Ones to creation.
Each Old One is intimately related to a universal understanding which few can comprehend and
fewer still can remain sane after such a grand epiphany.

Call of the Stars o


Dice Pool:
Pool None
Cost:
Cost None

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

Parting the Scales That Blind oo


Dice Pool:
Pool Wits + Science
Cost:
Cost 1 Legend
By setting aside all assumptions and focusing on a target a Scion may reveal to them
hidden knowledge of the World. The use of the boon must be made clear to the target through some
dramatic means (oration, hypnosis, showing ones nature, a song, or a powerfully composed piece of
writing) this requires a roll of (Wits + Science) as the user attempts to overwhelm the target. If
the target is not directly in line of sight of the character the difficulty rises to 3. A target with
higher Legend ignore the effects of this boon and those with an equal Legend rating resists with
(Willpower + Legend + Integrity). If successful the target loses a number of points of willpower
equal to the successes (remaining) and develops a temporary derangement (schizophrenia, mania,
depression, etc chosen by the Storyteller) which last for the remainder of the scene. Particularly
powerful uses of this boon may cause permanent damage or extend the effects at the storytellers
discretion.

Awakening the Roar of Ages ooo


Dice Pool:
Pool Stamina + Integrity
Cost:
Cost 1 Legend + 1 Willpower
Through a carefully prepared ritual or a bout of quiet meditation the Scion may gain a
fraction of the knowledge of the World that was before mankind. It comes first as a trickle of noise
and culminates into a terrifying cacophony of sounds. It takes a certain degree of self control to hold
onto ones identity so those that do use this boon never do so lightly. The character may then
substitute his Legend rating for any ability he does not currently posses in excess of his Legend
and counts his Legend twice of the purpose of resisting mental influence. This last for the
remainder of the scene at which point the Scion makes a Willpower roll, success indicates he is left
with a cryptic message (the location of a hidden ruin, the real name of the Child of Horus, "there is

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

Created By: thespanishinquisition White Wolf Forums

The Elohim (Overview)


The Elohim may be one of the most powerful pantheons on Earth. Three different major world religions
Christianity, Islam, and Judaismworship its patron god as the creator of all existence. For all the power that it grants
the Elohim, however, it also cripples them in ways that most pantheons have never had to deal with.
The founder of the Elohim, YHWH, was never meant to be his own god. Rather, he was a member of an
earlier pantheon, one that existed when the earth was still young. During the Titanomachy, however, many of
YHWHs fellow gods fell before the weapons of the Titans; many of those who did not converted to their side. When
the war ended, YHWH was alone. Seeking stability in an untamed world, he appeared to a shepherd by the name of
Abraham, while appointing various spirits to the rank of angels to aid him in spreading his message.
In time, YHWHs pantheon grew. However, it grew too large and, by divine standards, too fast. By the end of
the 4th century AD, it nearly encompassed the Roman Empire. By the end of the 1st millennium AD, it had spread
throughout most of Europe. At the same time, those who worshipped him in different ways went to war with one
another, claiming that their vision of YHWH was the right one. It was all too much for YHWH. Sometime during the
15th century, YHWH went insane. His son, Jesus, and his angels worked to aid him. They disconnected YHWH from
the earth and set up a small province for him in Heaven, where he could affect nothing and nothing could affect him.
For the past few centuries, the Elohim have worked at restoring their patriarch to some semblance of health. With the
return of the Titans, however, the Elohim have begun to readjust their priorities. Jesus has sent his angels to sire
children with his flock, so as to rally the power of his followers to strike back at the Titans. But will these Scions be
able to channel the power of faith without breaking like YHWH did?
Virtues: Conviction, Order, Piety, Vengeance
(PDF updated 09 Sep 2007)
Relations with other pantheons (Scionedit12)
The Elohim have a complex relationship with other pantheons, due in no small part to the struggle between
mono and polytheisim in ages past.
The Elohim and the Pesedjet have a good working relationship due to two factors. The first is that the
Pesedjet is one of the only major pantheons that they have not had many major clashes with. The greatest point of
contention was the "enslavement" of the Israelites, a point that has been debated over wether they were slaves or
workers, but one that always sparks a scholarly debate when it is brought up. The second factor is their combined
enmity for Aten, the Pesedjet for their cultural connection, and the Elohim for the way Aten's goal of monotheism
perverting the messages of the Elohim, and though they would never admit it in mixed company that they blame Aten
for driving YHWH insane.
The Elohim and the Dodekatheon have a "neutral" relationship, due to christianity sweeping over the roman
empire, and before that roman persecution of early christians. Though the old wounds have healed somewhat, and
the Dodekatheon take solace in the fact that the classics were kept and taught, The point of contention in modern
times is the fundamental difference between the Dodekatheon's uninhibited behaviour and the Elohim's more
moralising one.
The Aesir has the worst relationship with the Elohim due to the "recent" clashes between the pantheon's
followers. For the Elohim the viking attack on Lindesfarn is an atrocity that can never be forgiven, and for the Aesir
the bloody and tyrannical persecution of the Northern peoples by Charlamagne is a slight of honor that the Aesir will
not be quick to forgive. The greatest grudge the Aesir has with the Elohim is the fact that the Aesir blame the Elohim
for their fate at Ragnarok. It is a historical fact that the story of Ragnarok was influenced by the belief in the Christian
Apocalypse. The fact that the Elohim's followers not only warred and crushed the pantheon's proud followers, but
also tied the pantheon itself to their fate has the Aesir on the wrong side of YHWH's children.
The Atzlanti has the second worst relationship with the Elohim next to the Aesir. The Atzlanti are still stinging
over the Christian's conquistadors extermination of the Aztecs, even if it was Quetzalcoatl who engineered it. That
being said the Elohim and the Aztec gods find common ground in the mexican christian faith.
The Amatsukami have a polite if distant relationship with the Elohim. The biggest sticking point is the Aum
Shinrikyo attack on Japan which almost sparked a number of battles between Kami and angels.

The Loa and the Elohim have the best relationship between two pantheons due to the close merging of
Catholic and Voodoo. Indeed Jesus is usually seen drinking with Baron Samedi every Saturday to help blow off the
stress from his position, and Michael and Ogoun are often close partners in law enforcment out of a buddy cop flick.
Uriel and Shango can often be seen as security guards together.
Azrael
A.k.a.: Esdras, Malak al-Maut
Azrael stands as a testament to the end of all things. He is the angel of death, who oversees and records
the death of every being. His massive body is dotted with eyes. For everything that still lives or will live, there is an
open eye; for everything that has ever died, there is a closed eye. It is said that when Azrael closes all his eyes, the
world will end, and the book of life in which he records the deeds of the living and the dead shall be closed.
Azrael occasionally makes sojourns to Earth, so as to better understand the beings whose lives and deaths he
observes constantly. He has taken an unknown number of roles in mortal existence, but he usually tends towards
those that allow him to observe the dying, such as hospice worker, nurse, or scientist. He has been described as
being a sensitive soul who cant seem to fully express his emotions around others.
The Scions of Azrael follow their father in their habits towards life. They record, they observe, and they catalogue.
They try to find meaning in the patterns of life. All the while, a sense of nihilism tugs at them. If all is going to end one
day, like their father says, then why fight the Titans at all?
Associated Powers: Epic Appearance, Epic Perception, Death, Mystery, Psychopomp, Zohar
Favored Attributes: Awareness, Empathy, Integrity, Medicine, Occult, Science
Rivals: Michael; Freyr, Hades, Izanami, Kalfu, Mictlantecuhtli, Thoth
Gabriel
A.k.a.: Jibril, Metatron
Gabriel serves as the voice of the Elohim. It is he who announced to Mary the birth of Jesus. It is he who
revealed the Quran to Mohammed. He carries a trumpet with hin at all times, one blow from which will supposedly
herald the end of days. Needless to say, when Gabriel speaks, people listen.
Gabriel usually serves as the Elohims intermediary, carrying messages to the other pantheons and to the mortal
world. When he takes mortal form, he usually relies upon either his role as a messenger or his talents with his
trumpet to make a living. He has been a blues musician, a delivery man, a communications officer, and a news radio
reporter. No matter what guise he takes, Gabriel always makes sure that he can be heard loud and clear.
Gabriels children bear their fathers innate magnetism. Whether speaking their own words or someone elses, they
will not allow their message to be defied. They take jobs as singers, speakers, authors, and preachersanything that
allows them to speak their mind and win the hearts of others.
Associated Powers: Epic Appearance, Epic Charisma, Epic Manipulation, Psychopomp, Sky, Zohar
Favored Attributes: Art, Command, Fortitude, Integrity, Marksmanship, Presence
Rivals: Lucifer; Heimdall, Hermes, Legba, Sobek, Tsuki-yomi, Xipe Totec

Jesus
A.k.a.: Joshua, Yeshua ben Yosef, Christ, Isa
Jesus was the first and only of his fathers Scions, created out of a necessity to bring the word of YHWH to
the world. Jesus brought a message of redemption and hope to the world, while striking out at the sins he saw run rife
through existence, especially amongst those who claimed to follow his father. In time, he gave his life to serve as a
model to his fathers word, and ascended to Heaven to serve as YHWHs right hand man.
Since YHWHs collapse, however, Jesus has found himself in charge of running the Elohim. While the strain
pulls at Jesus, he seems to be in no risk of falling to the dissonance that tore his fathers mind apart. After all, of the
three major faiths that follow his father, only two regard Jesus as divine in any way, and one of them sees Jesus as a
prophet, not a godling. The stress of managing the worlds most widely-regarded pantheon means that Jesus does
not visit Earth often. When he does, however, he usually puts himself in positions of change and peaceful resolution.
He has been a civil rights spokesman, a hunger strike leader, a preacher, and an union representative. Those who
describe meeting him recall him as a peaceful, even-tempered individual on the whole, though prone to moments
where his temper got the better of him.
Jesus rarely produces Scions, but the few that exist usually follow in their fathers footsteps. They are kind,
peaceful individuals who work to aid the downtrodden and the scorned of the world. Deep within them, however, lies
an anger that can be fearsome to behold. While the titanspawn come face-to-face with this ferocity most often, the
Scions of Jesus often make a spectacle of demolishing those who preach hatred in their fathers name, either through
words or through action.
Associated Powers: Epic Charisma, Epic Stamina, Guardian, Health, Prophecy, Psychopomp, Water, Zohar
Favored Attributes: Craft, Command, Empathy, Integrity, Melee, Presence
Rivals: Lucifer; Apollo, Amaterasu, Damballah, Odin, Tezcatlipoca, Thoth
Lucifer
A.k.a.: The Devil, Eosphoros, Iblis, Morningstar, Samael, Satan
Lucifer is beautiful, shining, and outwardly flawless, which makes his venom all the more potent. He was the first
angel created by YHWH, meant to spread His light to the world and to drive away the darkness. Lucifer, however,
began to question his place in the divine order. He led a rebellion against YHWH, and was cast out of Heaven for it.
Lucifer was given domain over Hell, where wicked souls went after death.
In the time since his exile, Lucifer has made a good show of himself on Earth. Wherever theres chaos to be
provoked and illusions to be dismantled, Lucifer is usually there. He has appeared in the world as an anarchist, a
reporter, a preacher whose corruptions inevitably come to light, a professional skeptic, and a television pundit. Lucifer
deigns to tear aside the false ways in which humans perceive the world and show them the truth even if it means
leaving them utterly helpless.
Scions of Lucifer find their lives troubled. While they show a dedication towards the unvarnished truth on par
with their father, they hate being associated with the greatest traitor in all of Abrahamic myth. Then again, some ask
themselves, what if their father was right? Shouldnt the world know?
Associated Powers: Epic Appearance, Epic Charisma, Epic Manipulation, Animal (Serpent), Chaos, Psychopomp,
Sun, Zohar
Favored Attributes: Academics, Command, Empathy, Integrity, Presence, Stealth
Rivals: Jesus, Gabriel, Michael, Raphael; Apollo, Atum-Re, Baldur, Kalfu, Tezcatlipoca, Tsuki-yomi

Michael
A.k.a.: Mikhail
Michael leads the armies of the Elohim against all possible foes. Unlike other war gods, however, Michael
always acts as a gentleman. He may lead others in the arts of war, but thats no reason for barbaric behavior. On the
battlefield, Michael makes sure that the dead are treated properly and the captured are treated well, and brings his
full wrath upon those who unnecessarily torment their enemies.
Michael finds himself preoccupied by the renewed war against the Titans, but sneaks down to Earth when
he can spare it. After all, with all the conflict in the world, someone needs to make sure that the standards are being
upheld. Michael has been a trainee in boot camp, a Red Cross volunteer, a terrorist dedicated to overthrowing a
corrupted regime, and a protestor opposed to meaningless war. With his force of will and his tactical knowledge, few
stand against him for long.
The Scions of Michael find themselves drawn towards combat. Be it military service or just a kung fu course
at the Y, each Scion ends up having some sort of fighting experience by the time their Visitation comes around. At the
same time, the Scions of Michael will be the first to point out the errors of combat. While it may be dangerous for a
Scion to decry the war hes fighting in, its better than staying quiet while others suffer.
Associated Powers: Epic Strength, Epic Wits, Guardian, War, Zohar
Favored Attributes: Awareness, Brawl, Empathy, Fortitude, Melee, Presence
Rivals: Uriel; Ares, Huitzilopochtli, Ogoun, Raiden, Set, Vidar
Raphael
A.k.a.: Israfil
Raphael is the silent actor of the Elohim. Usually, he passes among humans unnoticed, healing them of
illness and delivering them from suffering. He rarely announces his presence amongst mortals, preferring to work
under the cover on anonymity. He has seen what mortal reverence has done for YHWH, and he will not risk the
devotion of mortals if it would stay him from his course.
Raphael appears on Earth as a caretaker and a healer. He has been a member of Doctors Without Borders,
a social worker, a physical therapist, a scientist, and a chemotherapist. Those whove worked with him describe him
as an individual with an innocents soul and a professionals devotion. Indeed, the reason Raphael hasnt sired more
Scions is that he seems more devoted to helping mortals than fighting the Titans.
Raphael always makes time to reveal himself to his Scions personally, but finds it more difficult to devote
himself to them afterwards. While he feels he should be doing more, there are people out there in the world who
cannot help themselves. After all, Raphael tells himself, they have ichor in their veins and Birthrights at the ready.
What could happen to them? Strangely enough, many Scions of Raphael agree with their father. They are just as
likely as their father to devote their attention to one problem entirely in an attempt to fix it, and can understand why
their father would be so busy.
Associated Powers: Epic Intelligence, Epic Manipulation, Guardian, Health, Sky, Zohar
Favored Attributes: Brawl, Empathy, Medicine, Presence, Science, Stealth
Rivals: Lucifer; Apollo, Baron Samedi, Hel, Izanagi, Osiris, Tlazolteotl

Uriel
A.k.a.: Jacob, Oriel
Uriel stands vigil at the holy places of the Elohim. Poised at the gates of Eden with his flaming sword,
nothing gets past him. When sent into the field by the other gods, he keeps a careful watch over his charges, making
sure that they are safe and that all their oppressors get what is coming to them.
Uriel rarely leaves the gates of Eden on his own time, but even when he does, he rarely leaves the job
behind. He has been a bounty hunter, a SWAT leader, a security guard, a federal prosecutor, and a vigilante. Those
who work towards wicked goals rarely accomplish them while he stands watch, and those who have rarely live to do
so again.
Uriels Scions let nothing get between them and that which they treasure. They bring all their firepower to
bear against their targets, and will often give their lives to make sure that their quarries escape unharmed. While
many of them bring their vengeance full bare upon their targets, some work to convince their enemies of a better way,
hoping to redeem them towards a path of grace.
Associated Powers: Epic Perception, Epic Strength, Epic Stamina, Fire, Guardian, Justice, Zohar
Favored Attributes: Awareness, Fortitude, Integrity, Marksmanship, Melee, Survival
Rivals: Raphael; Athena, Hachiman, Horus, Shango, Tezcatlipoca, Tyr
Pantheon-Specific Purview: Zohar
The paradise of the Elohim is a place of eternal shining radiance. The light shines upon the deeds of good
men, and drives away the sins of the wicked. When a Scion of the children of YHWH cloaks herself in the light of
Paradise, few can question her grace.
O Radiant Spectacle
Dice Pool: Charisma + Presence
Cost: 1 Legend (supplemental, if employed in conjunction with another Boon)
The children of YHWH have a record of communicating to humanity through spectacular mediums. The
Scion may employ the light of Heaven in a similar fashion, either illuminating her body with its majesty or using it to
communicate through another one of her Boons. If used personally, a halo of the purest white light surrounds the
Scion. For the next minute, the Scion gains a +1 bonus to all Presence and Command rolls.
Similarly, the Scion can employ this Boon through use of another Boon that allows her to manipulate an element. If
the Scion uses Fire's Eye, for instance, she may pay one additional Legend to speak through the fire to another. Her
voice comes across in a clear and magnanimous tone, and those who hear her cannot help but acquiesce. The Scion
can employ Radiant Spectacle for two minutes in such a fashion, and gains a +2 bonus to all Command and
Presence rolls made through the medium. Should the medium be destroyed, however, the Boon ends immediately,
and the Scion can no longer communicate with her target.
OO Banishment
Dice Pool: Charisma + Presence
Cost: 1 Legend + 1 Willpower
As Jesus drove Legion from his host, the Scion may use this Boon to cancel out any unnatural mental
influence on another. The Scion rolls his dice pool against the strength of the effect that exerted the influence; should

he achieve more successes, the effect ends immediately. If the target is being actively influenced by another party,
the Scion makes an opposed roll against the controlling party to break off the influence.
OOO Uncloaked Radiance
Cost: 2 Legend
Dice Pool: Charisma + Presence
In legends, the seraphim cloaked themselves with six wings when visiting Earth, for if a mortal were to gaze
upon them in their true form, their body would be reduced to ash and their soul would be carried away to Heaven.
The Scion calls upon a portion of a seraph's power to illuminate the inner potential of his Legend, driving the wicked
away with its wonder.
When the Scion manifests this power, their entire body turns to solid, tangible light that shines with such
wonder that it makes it difficult for others to gaze upon her. Characters of lesser Legend who attempt to act against
the Scion must succeed on a Willpower roll every time they wish to do so; even if they succeed on the roll to strike,
they must take a -3 penalty on the actual attack roll. Characters of equal or higher Legend can spend 1 Willpower to
negate the effects of the Boon, or else must make all attack rolls at a -3 penalty for as long as the power is active.
The Scion can be struck and wounded, but cannot strike back without cancelling the effect.
OOOO Rule of solomon (Scionedit12)
Cost: 3 legend + 1 willpower
Dice Pool: Command + Presence
Just as Solomon commanded demons to build his temple, so to can a scion use holy command to bind
spirits to him. When a scion manifest this power he makes a Command + Presence roll while expending three legend
and one willpower point. The character binds any number of titanspawn, and/or divine or semidivine spirits whoes
legend is less than the scions. The number of targets that can be bound is equal to the scions legend score x the
number of sucesses. The targets bound this way act as loyal followers for the rest of the scene. At the end of the
scene the targets are released with thier willpower at zero and unable to attack the scion for up to one year after thier
bondage. However the targets so bound reamain fatebound to the scion for a number of months equal to his legend.
OOOO Rule of solomon (Mr._Sluagh)
Cost: 3 legend + 1 willpower
Dice Pool: Command + Presence
Just as Solomon commanded demons to build his temple, so to can a scion use holy command to bind
spirits to him. When a scion manifest this power he makes a Command + Presence roll while expending three legend
and one willpower point. The character binds any number of titanspawn, and/or divine or semidivine spirits whoes
legend is less than the scions. The number of targets that can be bound is equal to the scions legend score x the
number of sucesses. The targets bound this way act as loyal followers for the rest of the scene. At the end of the
scene the targets are released with thier willpower at zero and unable to attack the scion for up to one year after thier
bondage. However the targets so bound reamain fatebound to the scion for a number of months equal to his legend.
OOOO Cast the First Stone (Mr._Sluagh)
Cost: 2 Legend, 1 or more Willpower
Dice Pool: Appearance + Empathy

By uttering a phrase that exemplifies his moral code within earshot of a target whose Legend is lower than
his own, the Scion may temporarily implant his own morality in that person's mind. The target may resist with a
Willpower + Integrity + [highest Virtue not shared by the Elohim] roll. If successful, the target feels moved morally by
the same things that would so affect the Scion for one scene per Willpower spent; her Virtues, if any, are supplanted
by the Scion's, which are interpreted exactly as the Scion would interpret them. Any immediate or long-term goals the
target may have remain, but in pursuing some of them she must fight against inexplicable emotional reactions. She
suffers Virtue Extremity as the Scion would (although it only lasts for the duration of the power), and may spend
Willpower for bonuses on rolls related to the Scion's Virtues. The Scion may also spend Willpower to give the target
such bonuses, and for automatic successes on the target's Virtue rolls, allowing her to force Virtue Extremity.
OOOOO Smite/Rebuke (Mr._Sluagh)
Cost: 5 Legend, 1 Willpower
Dice Pool: Appearance + Command
This power works differently depending on the target's Legend score, although the caster may choose to
have it affect the target as if she had a higher Legend score. All targets resist with Willpower + Endurance + Legend.
A target without a Legend score simply dies if she cannot beat the Scion's successes. Whether she explodes in a
showers of gore and sunlight, turn to a pillar of salt or just collapses, she will not cause problems for the Scion
anymore. A target with a Legend score lower than that of the Scion must do everything she can to stay out of his
sight and keep him out of her sight, and cannot come within a number of yards of the Scion equal to the Scion's
Legend, attack anyone in that radius, or affect anything therein with Purviews or Birthrights. A target with Legend
greater than or equal to that of the Scion cannot come within a number of yards of the Scion equal to the Scion's
legend or affect him with Purviews, Birthrights, or attacks that benefit from them. If the target has a Legend score
greater than zero, the effects of this power last for a number of rounds equal to the Scion's net successes on the
activation roll.
OOOOO O Fisher of Men (Mr._Sluagh)
Cost: 15 Legend, 2 Willpower
Dice Pool: Appearance + Empathy
A more powerful version of Cast the First Stone, this power allows a Scion to permanently re-engineer a
mortal's moral consciousness, making her into one of his prophets. Fisher of Men carries all the same effects as does
Cast the First Stone, but the duration is permanent. It also imparts certain additional supernatural benefits. Firstly, it
creates a telepathic link between prophet Scion which allows the Scion to hear the prophet's prayers per the Hear
Prayers knack (God, pg. 73). The Scion may communicate telepathically with his prophets himself and see through
their eyes. He may also use Purviews through his prophets. In this case, all expenditures and rolls are performed per
the Scion's traits, but the area of effect or eligible targets are determined as if the prophet were casting it. Finally,
prophets can perform stunts, and are never extras.
Having one's entire ethical framework overhauled like this takes its toll. If the mortal rolls no successes on
her resistance roll (Willpower + Integrity as with Cast the First Stone, Virtues being irrelevant as Fisher of Men cannot
target the divine), she is converted instantly with no struggle. If she rolls any successes (but still loses the contest),
the stress incapacitates her for one week per success. This incapacitation can take any number of forms, including
physical illness, deprivation of one or more of the senses, vivid hallucinations, catatonia, and obsessive prayer and
fasting.
A Scion cannot have more than three prophets at once. Note that a Scion has no power over a prophet
beyond the indirect sort granted per Cast the First Stone and any other Gifts or Knacks applied.

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