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Intro + Chapter 1

© 2023 Onyx Path Publishing


Introduction
The sight aw ed the m ighty I zanagi, and he fled. His dead w ife, the
m ighty I zanam i, grow led “He has sham ed m e!” and sent the ugly hags
of Yom i after him .
— The Kojiki
The First Titanomachy concluded millennia ago, with the Gods climbing over the shattered bodies of their
foes to claim the thrones of the Overworlds. The defeated Titans lay buried beneath the World or
imprisoned by the war’s victors. But Titans have always lived by their own terms, and those do not
include staying dead or in chains. One by one, Titans claw their way back up from their prisons and
Underworlds. This time, they gather in shadows, growing in strength and numbers.
And by the time the most attentive Gods noticed the emptying graves and cells, the Second Titanomachy
had already begun.
The start of the first war was obvious: When Apep hunted Re and Cronus devoured his daughter Hestia,
the message was clear. However, the Second Titanomachy did not announce itself; it began with minor
conflicts between immortals and has stayed a cold war, with tensions high and body counts low. Some
still deny that the skirmishes and posturing constitute a war, but the dreadful truth slithers between their
feet, just waiting to trip them. Some sue for peace, but every blow struck reverberates through the God
Realms and Fate itself, drawing the Gods and their Scions towards the inevitable. It is only a matter of
time before the struggle between the Titans and the Gods lunges from the shadows, setting entire Realms
ablaze and even spilling out into the World.
That time draws nigh.
Now is the time of Titans Rising.

What’s in This Book?


Titans Rising builds on the foundations of Scion: Titanomachy, explaining the grand conflict between
the Gods and Titans. It delves into the very heart of Titanhood, revealing that some Titans truly are just
misunderstood and that conflict based on whom someone’s parents are is problematic at best. The book
presents Titanic Scions — not just as playable characters, but as heroes, despite their bitter conflicts with
some of Scions more established names, like Eric Donner, Yukiko Kuromizu, and Little Mao. Can your
game’s Scions repair the rift between Gods and Titans? How many Titans are better than their reputation
and which Gods are worse than theirs? Whom can your Scions trust and whom must be destroyed once
and for all?
Beyond moral quandaries, Titans Rising also opens wide the doors of player options for Titanic
characters, including new ways to engage in high level gameplay as leaders of a besieging army who seek
to reclaim their homeland from the Gods. And for games fighting on the Gods’ side of the Titanomachy,
there are numerous plot seeds, adversaries, and Birthrights to be used against the Titans and their Scions.
Titans Rising contains:
• Détente is a short story showing how a trio of Titanic Scions form an uneasy truce, putting
differences aside to strike at a common enemy.
• Chapter 1: Titanic Rules explains how to create Titanic Scions of all Tiers: Origin, Hero,
Demigod, and God. To help outfit these newly created Scions, there are 51 new Knacks for Titans. These
rules also expand the dangers of Divine Rule with the ability to fight over Realms and even destroy them!
• Chapter 2: Titanic Pantheons provides in-depth profiles of 50 Titans from the 13 pantheons
introduced after Scion: Hero. These profiles include their schemes and motivations, as well as resources
their Scions might have. The chapter also has a Band of Titanic Scions (and one secret Draconic Heir) as
ready-made characters to jumpstart your Titanic games.
• Chapter 3: Storyguiding and Plot Seeds delves into the challenges inherent to running a
chronicle centered on Titans. Helping Storyguides to tell stories are 27 ready-to-use plot seeds, most of
which are connected to several other seeds, allowing them to be used as plot arcs.
• Chapter 4: Birthrights and Antagonists details 60 Birthrights for all levels and types of Scions.
It also features 46 antagonists, ranging in challenge from Notsnitsa — night terrors that could give an
Origin-Tier character a good workout — to the Leviathan, a Primordial creature capable of destroying an
entire pantheon!
Titanic Rules
Titanic Scions are the heirs to untamed power. They are not just shepherds of their Purviews, they are
living expressions of them — cunning as Chaos, patient as Earth, shining as bright and cruel as the Sun.
As their Legend grows, their power blossoms into something overwhelming and wild, which they must
either wrestle with or embrace.
At the Origin Tier, pre-Visitation Titanic Scions are all but indistinguishable from their Godly cousins.
Many don’t even have a Titanic Calling yet: The part of their heart which sings when an enemy suffers
might one day blossom into the malice of an Adversary or the cruel satisfaction of a Tyrant, but today, it
is still strictly human.
Everything changes at the Hero Tier. As a Titanic Scion tastes their first drop of true power, their nature
can no longer be overlooked or denied. Every Titanic Scion has at least one dot in a Titanic Calling,
granting them powerful Knacks which aren’t inherently wicked but can absolutely push them in antisocial
directions. Their Purviews grant Epicenters (Scion Players’ Guide: Saints & Monsters, p. 97) instead of
Innate Powers, which often combine greater strength with uncontrollable consequences. They also gain
access to Titanic Mutations, which allow them to transform their bodies to reflect their inhuman heritage
with rending claws, stardust flesh, or hair of deadly vipers.
At the Demigod Tier, the path to Apotheosis is fraught, but Titanic Demigods gain the raw power of
Divinity Dice, Domain, and upgraded Birthrights — including the next step of their Titanic Mutations.
Their Titanic Callings and Purview color their road to Apotheosis, helping them to embrace what they
may soon become.
At the God Tier, Titans are world-shaking powers. They gain access to Divine Rule (Scion: God, p. XX),
allowing them to shape Realms and make war upon their fellow divinities. Titans looking to cause a
calamity can challenge themselves to destroy Realms entirely (p. XX), becoming the authors of the
apocalypse. Technically, Gods can do the same, but even the Theoi usually agree it’s almost always a Bad
Idea.
Throughout their journey, from the first steps of Origin to the last Realm-slaughtering blow of a true
Titan, Titanic Scions are faced with questions time and again: Will you turn your back on humanity? At
what cost? To what end? Are the Gods right when they spit the word Titan as insult and warning? What
are you becoming, and what will it mean?

Origin
At the Origin Tier, the Titanic power within a Scion is mostly quiescent, and many are wholly ignorant of
their otherworldly potential. Born and Created Scions might be ignorant of their parentage, monitored
infrequently as potential sleeper agents; others are raised with explicit preparation for their eventual
Visitation by Titanic cults and monstrous guardians. In either case, discretion is usually advised,
obscuring the potential Scion from rivals and enemy Gods who might take the chance to smother the next
generation in the cradle.

Character Creation
Titanic Scions-in-waiting use all the same rules for Character Creation as their Godly cousins (Origin, p.
94). Their heritage, known or not, usually colors their Pantheon Path — they might have a strange affinity
for monsters, or provoke unintended bad vibes from agents of their pantheon.
Origin-Tier characters begin with only a single Calling dot, and while Titanic Scions must still take their
dot from one of their patron’s Callings, they’re under no obligation to choose a Titanic Calling (listed on
p. XX) at this point. An heir to Chort could inherit his Trickster nature as easily as his role as an
Adversary; Gaia’s child might inherit a touch of Gaia-the-Creator rather than Gaia-the-Primeval.

Playing Origin
Whether Titanic or God-born, Origin-Tier Scions are often ignorant of their potential, and if their
progenitor takes an interest in them, it’s likely from a distance. Some Titans remain indifferent to their
progeny until they receive their Visitation. This is especially true of Titans whose nature leads them to
create or give birth casually and frequently; other Titanic parents idly observe their Offspring, measuring
their suitability to use as tools or agents. By contrast, Chosen Scions of this Tier are not just observed, but
tested, goaded, guided towards not only accepting their Titanic nature, but embracing their patron and
their agenda wholeheartedly. Those who are Chosen may come from Titan cults, raised up as potential
prophets, but they are just as likely to be outsiders who catch the Titan’s attention as a kindred spirit or
useful asset.

Hero
At the Hero Tier, Titanic Scions can no longer hide the nature of their divinity from others or themselves.
When choosing their Callings, at least one must be from the five Titanic Callings — Adversary,
Destroyer, Monster, Primordial, and Tyrant.
This is also the level where Titanic Scions can begin transforming their bodies, incorporating monstrous
or inhuman features befitting their heritage. Cosmetic changes upon Visitation aren’t uncommon, but the
real power comes from Titanic Mutations (Scion Players’ Guide: Saints & Monsters, p. 101). This
Birthright allows a Scion to channel their Legend into transformations gross or subtle, whether they go
full Apep-inspired snake-person or subtly frost-over with the faintest hint of jotun-power.

Character Creation
Creating a Heroic-Tier Titanic Scion follows the rules laid out in Scion Players’ Guide: Saints &
Monsters (p. 110).

Heroic Rules
Like other Hero-Tier characters, Titanic Scions begin to explore their growing power through Purviews,
Knacks, and Birthrights, with the added twist of Epicenters and the option to explore inhuman forms
through Titanic Mutations.

Epicenters
Rather than Innate Powers, Titanic Scions become the Epicenter (Scion Players’ Guide: Saints &
Monsters, p. 97) of their Purview’s raw power, which protects, strengthens, and sometimes bedevils
them. These Epicenters represent a deep, chaotic, and sometimes uncontrollable connection to their
Purviews, one which often comes with a little extra oomph at the expense of collateral damage.
This can be very literal for groups using the optional rules for the Collateral Pool (Scion: Demigod, p.
143), but even without them, Epicenters often leave behind some lowercase-c collateral damage when the
Earth Purview rips up a street to defend its Scion, or when Prosperity rains down on everyone around
them, friend and foe alike. Because these Epicenters can cause Complications for everyone in the Band,
it’s best to talk to your fellow players when picking them to make sure it’s the kind of trouble everyone
can enjoy.
Titanic Mutations
Like Epicenters, Scion Players’ Guide: Saints & Monsters presents rules for Titanic Mutations (p. 101)
— powerful manifestations of a Titanic Scion’s heritage which allow them to take on monstrous and
otherworldly forms. While the manifestations of the Mutation can be toggled on or off, the Boon and
Bane it confers are always active, pushing the Scion toward more Titanic behavior (and adding a
Condition at the four or five dot level which takes it just a step further, potentially including whispers
from the Titan’s patron).

E mbrace Your Birthright


Scion Players’ Guide: Saints & Monsters presented Titanic Mutations as
something different from Birthrights, costing dots of Knacks or Boons to purchase
at character creation but five experience per dot afterwards. We’re changing this
to the usual format for a Birthright to make sure the cost is consistent, whether
you’re starting out as a freshly minted Hero or picking it up at the last pit-stop
before Demigodhood.

Playing a Hero
For some Titanic Scions, the Visitation is permission to use the World as their playground. Those with a
history of outbursts and arrogance can lean in to their worst instincts and blame (usually wrongly) their
heritage, mistaking ability for destiny. The World sees them as villains and monsters, so why not live up
to their image? If they’ve made mistakes along the way, it’s easier to embrace the dark than to seek
atonement. Many Titanic progenitors see these Scions as their best case scenario: Useful little monsters.
Others despair at what they’ve inherited and spend their journey through the Heroic Tier resisting
temptation. Their progenitors present them with countless opportunities to give in and get with the
program, sometimes with the carrot of parental approval and new power, but other times with the stick of
threats and punishment. Whether they’re proving something to themselves or to the World, these Scions
are often frustrated by the seeming inevitability of the Titanomachy: As far as many Gods are concerned,
even the saintliest Titanic Scion is one bad choice away from becoming everyone’s problem.
Most Titanic Scions walk a road somewhere between these two extremes. They test the waters, dipping
their toe into what it means to be a Titan. They try to find a way to use their powers for the benefit of
others, but don’t always reject selfish or monstrous urges. Sometimes they go too far and pull back.
Sometimes they revel in their nature, and other times they disgust themselves. Many try to turn their
Titanic Callings to the best possible ends: If they’re going to be a Destroyer, they’ll be a Destroyer of
unjust systems; if they’re going to be a Monster, they’ll be the Monster under abusers’ beds. They find
their own balance, and dare others — especially the Gods and their Scions — to judge them for what they
do, not who others think they must be.
Whatever their arc, this is also the Tier where Titanic Scions either meet or resist the expectations of
others around them. Divine and Worldly powers alike think they’re up to something, even if they’re doing
their best to play the do-gooder. A lot of folks in the World take the Titanomachy as written, a simple
battle between good and bad. No matter what you do or who you are, they think they’ve got your number.
More dangerous are the pressures which come from Titanomachy-focused pantheons like the Devá. Karen
Jamison, Legend 2 Scion of Juracán, isn’t going to warrant an astra levelling her apartment complex from
orbit, but Devá Scions and their allies assume the worst and take a hard stance against her with minimal
provocation. A low profile is a strong defense against this kind of attention…but Titans are the Epicenters
of amazing power, Fate rarely lets a Hero refuse the limelight, and the only way to grow their Legend is
with deeds of worth and acclaim.
Bands might be made up of primarily or even exclusively Titanic Scions. Different characters can take
different stances on whether they want to embrace or reject their idea of what it means to be a Titan;
nothing stops a Titan or even a whole Band of them from being unequivocally good guys. A Titans-only
Band is a great way to explore all the ways characters can respond to their Titanic heritage, from
wholehearted embrace to abject disgust, depending on what being a Titan means in their pantheon. What
keeps these Bands together is often the external social pressure placed on them from people who think
capital-T Titans are always capital-T Trouble.
Alternatively, groups might have a single Titanic Scion in a Band of Heroes, having to reckon with how
this colors their relationship to their friends. Groups who got together at the Origin-Tier are likely to hold
fast to those existing bonds. Those who find each other at Hero might instead wonder if the Titanomachy
is everything it’s cracked up to be.
In either case, Titanic Scions are often seen as disruptive to a Band. They complicate simpler notions
about Titans (they can’t work together, they’re de facto enemies of the Gods!) and lay the foundation for
big changes, especially when those Bands start moving towards higher Tiers.

Demigod
Like their Godly equivalents, Titanic Demigods (the name Demititans has never gotten much traction)
declare their intention to complete a full Titanic Apotheosis. Thus begins the ticking clock: Fate litters
their path with epic challenges to test their resolve and sharpen their identity. In the end, they will either
embrace a Mantle and ascend to Titanic power, dedicate themselves to the will of another Titan, pass
from the World, or — unique to Titanic Demigods — transform into vaguely sentient disasters, forever
caught at the edge of Apotheosis.

Character Creation
Because the Road to Apotheosis is a journey with specific narrative Milestones, groups creating new
characters directly at the Demigod level usually start just before the first step, with peak-Heroic Scions
ready to tackle their first Milestone. Follow the usual nine steps to generate Heroic characters (Scion:
Hero, p. 182), with the following exceptions:
• At Step One: Concept, be sure your character concept has grappled with what it means to be a
Titanic Scion. The character might have a distant, adversarial, or even toxic relationship with their
progenitor, who sees their Scion as a pawn and tool rather than a child or champion. Characters this close
to their Titanic Apotheosis have had plenty of time to grapple with what being Titanic means to them —
as well as time to consider what they think about how others have treated them because of their Titanic
heritage. They can still have complex, ambivalent feelings about their nature, but they didn’t get this far
without coming face to face with the struggles unique to Titanic Scions.
• At Step Two: Paths, your Pantheon Path should recognize your overall status within your
pantheon. Some Titanic Scions are known enemies; others are treated as dangerous but neutral free
agents; some are embraced as full members of their pantheon. Some pantheons, like the Atua, draw little
distinction between Gods and Titans and accept all divine Offspring; pantheons with a harder view might
still accept those who strive to distance themselves from the stereotypical monsters who came before
them.
• At Step Three: Skills, after you finish distributing your initial Skills and selecting Specialties for
any rated at 3 or higher, allot an additional 20 dots to represent Skills acquired during your career as a
Hero. In addition, pick 4 new Specialties acquired during your adventures, for any Skills.
• At Step Four: Attributes, distribute an additional 5 dots to show how your Attributes have
grown over that same period.
• At Step Five: Knacks and Callings, distribute 7 dots among your three Callings, gaining Knacks
accordingly. At least one of your Callings must be from the five Titanic Callings.
• At Step Six: Birthrights, distribute 17 dots in total for Birthrights.
• At Step Seven: Purviews, in addition to the innate Purviews from your parent and pantheon,
record any Purviews granted by your Birthrights.
• At Step Eight: Boons, choose four Boons in total.
• At Step Nine: Finishing Touches, you begin with Legend 4.
• Devise four Legendary Titles earned throughout your adventures, helping to flesh out your time
as a Hero. At least one of these Titles must be associated with one of your Titanic Callings; no one
escapes their divine adolescence without at least one great myth which embraces, resists, or complicates
their Titanic heritage.

DI Y X P
These rules are a framework to help make easy choices about how to divide a
character’s resources to reflect their labors and quests. If you’re looking for more
flexibility in building your fledgling Demigod, you can always build from scratch
using the rules for a Hero and spending about 200 Experience, in addition to the
Demigod’s allotment of Knacks and Callings, Boons, and Legendary Titles.

Demigod Rules
Ascending to Legend 5 brings all sorts of goodies for Titanic Demigods: Access to Divinity Dice and
Dominion, the ability to work casual miracles, and all the other treats detailed in Scion: Demigod. The
main differences in their rules come in an expansion to their Mutation (if they’ve taken one) and changes
to their Milestones in Apotheosis to accommodate their Titanic Callings and the stronger influence of
their Purviews.

Evolving Mutation
At the Demigod Tier, Titanic Mutations increase in power, just as other Birthrights do. The Scion’s
alternate form becomes even more undeniably Titanic, with an increase in stature, power, and intensity.
Mutations improve as follows:
• The Mutation gains additional dots of benefits equal to half its rating, rounded up.
• When you activate your Titanic Mutation, you may use an action to invoke a marvel through its
associated Motif without needing to spend or imbue Legend. This marvel must be used to either enhance
yourself or affect the surrounding environment, rather than targeting other characters directly.
In addition, Demigod-level Mutations can add the following benefits to the menu of options for one dot
each:
Monstrous Size: While your Mutation is active, you gain +1 size-based Scale, but suffer a +1
Complication to all actions requiring fine manipulation of normal-sized items; if not bought off, you risk
damaging whatever you’re handling. You can purchase this benefit multiple times, to a maximum size
Scale of 3; each additional purchase increases the attendant Complication by 1 as well.
Chimeric Essence: Select an additional motif for your Titanic Mutation, transforming your physical tells
to reflect your new natures. This secondary motif doesn’t have to tie back to your Titanic progenitor — it
is uniquely your own.

Titanic Apotheosis
Titanic Demigods follow the path to Apotheosis described in Scion: Demigod, with a few adjustments
(including the rules presented in Scion Players’ Guide: Saints & Monsters for Titanic Apotheosis, p.
108). Their Milestones diverge sharply when influenced by their Titanic Callings, or during the
Proclamation (their alternative to the Descent), when they confront not their own mortality but the raw,
primal depths of their Purview.
The Second Call confronts a Hero with an echo of a past adventure writ large as the prelude to
Demigodhood. The Hero’s Callings help to shape the outcome as one of their Titles either expands in
success or dims in failure. If the player chooses one of their Titanic Callings as the main influence for this
Milestone, the Second Call is dominated by the character’s first encounters with their own Titanic nature
— treated with enmity by their pantheon and apathy by their progenitor, hunted or harassed, suddenly
awakening to powers they couldn’t fully control — except this time they’re stronger and they can either
choose a different path or do the exact same thing, except bigger.
Success allows the newly-minted Demigod to expand the scope of one of their Titles as normal. If they
fail, they may choose to lessen one of their Titles as usual, or warp a Title with influence from one of
their Titanic Callings even if it was originally associated with a different one. This never results in the
Title becoming more powerful or applicable, only stranger and more inhuman — the “Judge of Souls”
may become “the Devourer of Souls” through their Monster Calling, or the “Protector of Busan” might
become more Tyrant than Guardian as “Busan’s Shadow King.”
In The Parting, Demigods are called to cultivate and resolve a new Fatebinding based on one of their
Callings. Under the auspices of a Titanic Calling, this Milestone is often particularly harrowing, forcing
the Demigod to explore the fraught places these Callings spur them towards. Divine Demigods can allow
their Fatebound relationship to strain, fray, and fall away; Titans-in-the-making must actively choose to
leave them behind instead. To succeed, they must accept the Fatebound character is below their concerns,
casting them off in dramatic fashion — sometimes even killing them as a Nemesis ends up with the
Adversary’s knife in his back, or his bones decorating the Monster’s lair.
At The Threshold, a Demigod has the opportunity to refine their divine identity by remixing their
Callings. A Titanic Demigod is faced with the opportunity to transform their Titanic nature entirely. It’s
not easy — the Demigod has to possess at least one Titanic Calling until they reach the very end of the
Milestone, but it needn’t be the same one the whole time.
If they want to cast off a Titanic Calling, the Threshold culminates in a climactic encounter where the
Demigod faces an embodiment of that nature. Sometimes this is a face-to-face with their progenitor, who
rages against rejection even as they seek to dispose of a would-be rival. Sometimes it’s a God,
demonstrating that even if they shed their Titanic nature, the Demigod will never be fully accepted or
trusted. Sometimes it’s a literal manifestation of the Demigod’s Calling, given form from its Purview.
Clad in Fire, the Monster within rages for its own right to exist, and the Demigod must reckon with the
fact they’re excising a real part of themselves, for good and ill alike.
A Titanic Demigod’s Purviews have the greatest influence over The Declaration, which replaces the
Descent. To truly become one with the fundamental forces of reality, they must crown themselves as the
masters of their Purviews, dominating or merging with them. They might commune with Primordials,
face down other Titans, or dominate lesser beings — a Tyrant of Earth might conquer spirits of rock and
stone and mountain, while a Destroyer of Prosperity might arrange for the creation and downfall of a new
financial instrument, wiping out trillions in theoretical wealth in the process. While their divine cousins
become mortal after the Descent, Titanic Scions shed their mortality entirely in the Declaration, though
this is a cold comfort: If they are slain before completing Apotheosis, their Legend is absorbed into the
very Purviews they attempted to master, recycled to fuel cataclysms and birth titanspawns as the wayward
children of an unfinished Mantle.
The Theophany is similar for ascendant Gods and Titans alike. They are faced with one final challenge
to complete their Mantle. Unlike soon-to-be Gods, rising Titans often face opposition from their
progenitor and Pantheon alike, who both look upon this Apotheosis with disdain. The difficulty doesn’t
change from a play perspective — not even the Devá are likely to mobilize an entire army of Gods
against a single Demigod — but the potential for fallout dramatically increases as opponents adjust their
expectations of “acceptable losses.”

Callings and Apotheosis


Throughout these Milestones, the Titanic Callings present their own challenges as the Demigod grapples
with their nature.
Adversary: An Adversary defines themselves in opposition to something else, whether a particular
character or group (“Screw you, England”), a certain trait (“Hypocrites beware!”), or institutions (“I’m
making problems for fascists, on purpose and with gusto”). Along the road to Apotheosis the Adversary
asks: Whom do I oppose, and for what end? There’s a hypocrisy embedded in the answer to this question:
The Adversary needs their foes, needs the struggle. Realizing this is sometimes a bitter pill, but often
gives way to the promise of many small victories to come. Who wants to win just once? Titanic Scions
holding onto the lessons of their humanity wield their Calling against a particular ill they see in the
World, whether they’re Adversaries to democracy, technocratic overreach, post-modernism, or
billionaires.
Destroyer: A Destroyer embodies the end; they reduce cities to concrete rubble, slay the sun, and rain
down flame and ruin. On their journey toward Apotheosis, Titanic Demigods grapple with the question:
What do I destroy, and why? At one extreme, there are Destroyers who revel in destruction for its own
sake, breaking everything in their path just to see the pretty shards and ashes. A Titanic Scion on the rise
is just as likely to set themselves against some particular ill they see in the World — something worthy of
their destruction, whether wiping deep-sea drilling off the map or toppling despots wherever they’re
found. They’re always dangerous, always driven, but there’s something of that mortal heart beating away
deep within their Titanic Legend: Some things deserve to be broken.
Monster: Throughout Apotheosis, a Monster grows more distant from human instincts and norms. They
don’t need to be ruthless or brutal (though many are), just something distinctly inhuman. Monsters
grapple with the question: What do my instincts demand, and how will I sate them? Many Monsters feed
their terrible appetites for blood, fear, and sorrow without any higher purpose than reveling in their
nature, but Titanic Demigods have the time and opportunity to sharpen their urges to a specific purpose.
What vintage of fear or sorrow tastes sweetest? Will they hunt indiscriminately, or with special delight in
certain prey? What trophies do they add to their hoard? The new Monster picks their poison and their
pleasure — which, it turns out, are one and the same.
Primeval: Like Monsters, would-be Primevals become detached from human concerns. They take the
long view and weigh their decisions with an indifference to the needs and lives of mortals. The World
matters. Their Purviews matter. Everything else is irrelevant. The question shaping their Apotheosis is:
What do I embody, and what does that mean? The answer starts from their Purviews and Legendary
Titles, but gets refined throughout the Milestones. Will they be Fire which nourishes, reveals, or
consumes? Will their Darkness be deathly silent, monster-haunted, or a respite from the overbearing
light?
Tyrant: Sometimes it’s hard to tell Tyrants apart from Gods. They maintain mortal followers, but they
have no love for humanity, no need for anything other than their followers’ reverent obedience.
Apotheosis sharpens their sense of righteousness, their fitness to lead, their need to dominate and
command; Fate brings them face to face with the weakness and failing of lesser beings. The question they
grapple with is: What will I do to seize my rightful power? Tactics are arrayed before a Titanic Demigod:
Will they bind their kingdoms in the chains of law or the sword of punishment? Will they take the throne
directly, or rule from the shadows? If they are to be Tyrants, they are still free to choose the implements
of their tyranny.

Playing Demigod
There is no safe road to Titanic Apotheosis. The journey strains even the rare healthy-ish relationship
between Titan and Scion, because to be a Titan is to be the Adversary, the Destroyer, the Monster, the
Primeval, the Tyrant — Callings which brook no compromise. Even if a Titanic progenitor tolerated or
encouraged their Scion earlier in their progress, Demigods are rogue assets, traitors, and usurpers-in-
waiting.
A Demigod leaning in to their Titanic heritage spends the journey to Godhood disentangling themselves
from the messy constraints of humanity. Their Titan progenitor likely opposes them out of spite at losing
a useful tool, or to avoid having to share their Purview with another. They get special attention from Gods
and their Scions, too — few pantheons want another walking catastrophe around. Titanic Demigods have
few friends in the World, but that can be an advantage, too. They don’t have to care, or play nice, or keep
their heads down. Apotheosis refines a Demigod to the purest form of themselves, burning away
everything extraneous, and Titans know what they are, even if they struggle against it.
Those who resist their Titanic nature face struggle time and again. The Milestones confront them with
what it means to be a Titan, drawing them towards a mindset which is, at best, indifferent to humanity.
Their Titanic Callings regularly force them to ask: What am I becoming, and what must I lose to
transform?? The answers may — even should — change as they progress towards Apotheosis. Just like at
Hero Tier, some harden their resolve and wield their nature for the betterment of the World, for whatever
definition of “betterment” they ascribe to. Others try to shed their Titanic Callings and ascend as Gods,
clear and true, not even knowing whether this is possible. In either case, the Titans who created them are
just as jealous of these would-be Gods as they are of Offspring who embrace their natures, with an added
measure of disappointment.

God
At the God-Tier, Titans are the equals of the Gods and living apocalypses. They get all the divine benefits
afforded to true divinities in Scion: God, including access to Divine Rule. They can feud with other
Titans and Gods for power and influence, seek to crown themselves as the undisputed masters of a
Purview, and generally engage in the Game of Immortals as peers, antagonists, or a blend of both.
Character Creation
Creating a new God follows the same rules as a Hero (Scion: Hero, p. 182), with the following
exceptions:
• At Step One: Concept, choose how your Titan understands their mortal past. Was it a
meaningless larval stage they’ve moved beyond, or an anchor which grants them insight into the mortal
condition?
• At Step Two: Paths, your Pantheon Path should reflect your new position in the cosmos. Are
you a scheming ancient, like Gaea of the Theoi? A necessary part of the larger pantheon, like Si
Siburanon of the Balahala? A walking disaster, like Surtr of the Æsir? Even from day one, you’ve got a
role to play — or one others expect you to play, at least.
• At Step Three: Skills, set all your Path Skills to their maximum, and then distribute 10 additional
dots.
• At Step Four: Attributes, your Attributes in your primary Arena are maximized. Distribute 7
additional dots among your secondary Arena, and 3 among your tertiary.
• At Step Five: Knacks and Callings, distribute 9 dots among your three Callings, gaining Knacks
accordingly. At least one of your Callings must be Titanic.
• At Step Six: Birthrights, you begin with one 4-dot Legendary Birthright, two 3-dot Birthrights,
and a further 14 dots to distribute however you choose. You can’t take Mythic Relics at character
creation, but you can purchase additional Legendary Birthrights, gaining the appropriate Fatebindings.
• At Step Seven: Purviews, you have a total of four innate Purviews — one from your pantheon
and three more of your choice. All other Purviews must be granted by a Birthright.
• At Step Eight: Boons, choose nine Boons in total.
• At Step Nine: Finishing Touches, you begin with Legend 9.
• You should devise nine Titles earned throughout your adventures, helping to flesh out their time
as a Hero. At least one of these Titles must be associated with one of your Titanic Callings. The five
Titles gained through the Demigod Tier should reflect your Titan’s experience along the road to
Apotheosis, with one Title for each of their Milestones.

DI Y X P, R edux
Just like Demigods, players can choose to build their new Gods from scratch if
they’ve got something unusual in mind. To do that, create a Hero as usual and
then spend about 400 Experience, in addition to gaining a God’s allotment of
Knacks and Callings, Boons, and Legendary Titles.

God Rules
At God Tier, full-fledged Titans may occupy themselves with all the usual affairs of Gods — intrigues,
vengeance, and even creation. It is particularly common for Titans, even the newly ascended, to vie for
mastery over their Purview, often putting them in immediate competition with their apocalyptic parents
and rival deities. What they’re really famous for is devastation and apocalypse. Many Titans aspire to
wipe some Realm from existence, leaving ruins of ash and bone, or nothing but void.

Making War
The apocalypse begins with a Titan (or a God — hubris is a hell of a drug) declares their intentions to
make war upon a Realm with a symbolic act of aggression. They don’t need to announce they’re aiming
to destroy the Realm entirely, but there’s no room for ambiguity about the fact that Titanic matters are at
play.
This symbolic act could take many forms, such as inflicting a Divine Wound on the Realm’s ruler,
destroying an essential or iconic feature of the Realm, or creating a Realm Condition to represent linking
two Realms together as part of an invasion. At this point, the Realm’s ruler instantly becomes aware their
Realm is in danger, although if the act is committed with particular subterfuge, they might not know who
or how.
The conflict then begins in earnest. Aggressors work to undermine the Realm by sapping its resources,
undermining its defenses, and causing as much damage as they can. Defenders work to the contrary,
building up new defenses, restoring order, and mitigating damage wherever possible. This is mostly done
through creating or strengthening Realm Conditions (Scion: God, p. XX), or direct conflict between
champions through Divine Opposition and Direct Assault (Scion: God, p. XX and p. XX). Both sides
track the total Effect they generate, helping to measure relative standing in the war.
If the attackers generate more than the Realm ruler’s Legend in Effect, they can create a special
Apocalypse Realm Condition. While it remains in play, dangerous Realm Conditions gain 1 additional
Effect, while beneficial ones reduce their Effect by 1. The collective Effect of all harmful Realm
Conditions must be lowered beneath the ruler’s Legend before the Apocalypse Condition can be directly
addressed. Well-organized attackers can jump directly to this stage by exceeding the ruler’s Legend in
their symbolic act of aggression, following it with the Apocalypse Realm Condition before the defenders
can even respond.

Champions of the R ealm


Many Realms are home to countless epic entities who might contribute to the war
effort during an apocalypse, but it’s exhausting to try and keep track of them all.
For the purposes of the game, players and Storyguides should focus on a Realm’s
champions — those Gods, Titans, and other powerful entities who are most
invested in the war.
A good rule of thumb is the players will probably have themselves and a few of
their closest allies as champions. If they’re currently overwhelmed and
outmatched, the Storyguide should pick a few more champions than the players
have; if the attackers are at a disadvantage, the Storyguide gives them fewer
champions than the players instead. Other divinities can still contribute to the
narrative of the war effort, but their Effect isn’t tracked — assume they’re being
checkmated by their opponents.

Aftermath
The war continues for the remainder of the arc, tracking each side’s total Effect. At its conclusion, the
sides receive additional Effect from the following:
• Total number of unwounded allied champions.
• Total number of slain opponent champions.
• If an Apocalypse Realm Condition is still in effect, the attackers gain 2 Effect.
The side with the greatest total Effect wins, and may spend the difference between their Effect and the
losing side’s on special victory Stunts:
• Fire and Ash (4e+): The Realm is permanently scarred, inflicting mass damage which reshapes its
geography. Its entire population may be wiped out at the victor’s discretion. Destroying the Realm utterly,
leaving nothing but the void behind, increases the cost to 8 Effect.
• Spilling Ichor (1e+): Each time this Stunt is purchased, the side selects an opponent and inflicts a
Divine Wound on them. Each additional purchase of this against a single opponent increases the cost by a
cumulative 1 Effect — inflicting two Divine Wounds on a specific foe costs a total of 3 Effect (1 + 2);
inflicting three costs 6 Effect (1 + 2 + 3), and so on.
• Banishment (1e): An opponent is banished from the Realm for the next arc. Attempts to return by
force or in secret cost an additional 3 Effect or else they fail outright.
• Lasting Impact (1e): A Realm Condition inflicted during the war is made a permanent feature of
the Realm.
• Righting the Wrong (3e): Soothing the Realm’s pain reduces the lasting Effect of any harmful or
unwanted Realm Conditions inflicted during the conflict by one; this Stunt can be purchased multiple
times.
• Victors Made Whole (2e): One of the victors heals a Divine Wound inflicted during the conflict.
This Stunt can be purchased multiple times.
If either side surrenders — whether by forcing defenders from the Realm entirely, pressuring attackers to
withdraw their aggression, or some other, stranger truce — the other side wins by default, with their full
Effect available to choose victory Stunts.

Playing Titan
Becoming a full-fledged Titan shakes the foundation of the World and its Realms. Some pantheons, not
necessarily your own, treat you as an enemy. Even pantheons with complicated relationships with their
Titans — like the Atua, Manitou, and Òrìshà — know a new Titan upsets the status quo.
Full of certainty and purpose, a newly ascended Titan is ready to make their mark upon existence. They
know what was wrong with the old order. They lived it. And they will not suffer its failures to continue.
Prideful Gods are to be opposed; rival Titans brought in line; power mustered and Realms rearranged.
Titans who ascend as part of a mixed Band with Godly peers are uniquely positioned to reshape their
pantheon’s relationship with its Titans. The bonds forged during Apotheosis become the basis for
diplomacy and compromise, or even a deep reconsideration of what Titanhood means in their cosmology.
They can change hearts and minds, dampening hostilities and bringing folks back to the table.
Fully Titanic Bands have the potential to be the most destructive force the World has ever seen. Even
relatively indifferent pantheons might see the simultaneous arrival of multiple new Titans as a call to
transform the Second Titanomachy from a cold war to a white hot one. Even if the Titans are from
different pantheons, that’s too significant a power bloc to ignore.
For their part, new Titans must define their stance on the Titanomachy. They don’t have big cliques like
the Red, Green, or Blue Banners of the Gods (Scion: God, p. XX), but their attitudes line up along
similar lines. Some see the Titanomachy as something worth fighting and winning; others see it as part of
their new natures, the push-and-pull of two natural forces.
Titans who spent their journey to Titanhood struggling with what it means to be both a Titan and a good
person are especially likely to sympathize with the Blue Banner or an equivalent movement; seekers in
search of a new balance, a better system. As they cultivate their Legend and their Deeds echo back
throughout their pantheon’s history, they can define the circumstances for coexistence. Hatred and
suspicion mellow into a nuanced understanding of the role Titans play in the divine ecosystem.

Titanic Callings
There are five Callings which the Gods consider Titanic because they are either antagonistic or apathetic
to humanity: Adversary, Destroyer, Monster, Primeval, and Tyrant. Not everyone with one of these
Callings is considered a Titan, but everyone considered a Titan has at least one.

Titanic Knacks
Titanic Knacks tend to be flashier and more overtly supernatural than those from other Callings. This
selection of new Knacks is tailor-made for Titanic Scions looking to mainline the heady, reckless powers
of their progenitors. General Knacks can be taken regardless of Callings, by any type of Scion, but they’re
significantly more common amongst Titanic Scions.
We’ve also included pantheon-specific Knacks draw on the specific nature and Legends of a pantheon’s
Titans — or the pantheon’s attitude towards Titanhood itself, in the case of the Òrìshà and Loa.

K nacks F ind a W ay
Pantheon-Specific Knacks are inspired by the powers and myths of a pantheon’s
Titans, letting their Scions be the true heirs of their Legends. There’s a reason
they’re pantheon-Specific instead of pantheon-Exclusive, though: Common
threads abound in the World, and Titans are as messy and ambiguous as every
other divine force. Adapt, re-flavor, and remix these Knacks across different
pantheons wherever you find resonance and rhyme —Juracán’s Dance might also
be Pele’s or Raijin’s.

General Knacks
Characters with any Calling can choose these Knacks, even those without Titanic Callings.

Heroic General
I Am Here: Once per scene, you may unveil your full power to gain +2 Enhancement on a social roll to
impress, threaten, intimidate, or overwhelm others. All characters in the scene who can sense the
supernatural automatically intuit your Titanic nature, Legend rating, and pantheon. Trivial characters flee
or freeze.
Monsters United: Once per session, you may roll your Knack Skill to commune with the collective
wisdom of their pantheon’s Titans. You may ask one of the following questions, plus another for each
success:
• What here is Titanic in nature, or could be swayed to Titanic service?
• What would [a specific Titan] wish for me to do here?
• Who here hates or fears the Titans?
• How can I curry favor with my progenitor at this moment?
You gain +2 Enhancement to a roll of your choice when you act on these answers during the same scene.
Overwhelming Presence: When you wish, you can be heard and seen clearly despite any environmental
Complications such as fog, low light, crowds, or noise. Characters suffer a Complication equal to your
highest Titanic Calling to knowingly ignore or snub you; failing to buy it off knocks them prone with the
sheer force of your presence.

Immortal General
Beacon of Power: Your power is overwhelming but difficult to conceal. Once per scene, you may
perform a free marvel with your Innate Purview which doesn’t count as your marvel for the scene.
Whenever you imbue or spend Legend, characters at the Hero Tier or higher can immediately make an
Occult + Intellect roll to identify your nature and pantheon, and gain +2 Enhancement to track, detect, or
identify you for the rest of the scene.
Òrìshà- and Loa-Specific: Divine Armistice: Spend 1 Momentum to create a Field which weakens
negative attitudes about Gods, Titans, and the Titanomachy by 2 for the scene. Characters who violate
this peace suffer a +3 Complication on all actions within the Field; unless bought off, their actions are
perceived by observers as needless, dishonorable, or reckless — an impression which extends to
retellings, recordings, gossip, and more.

Adversary Knacks
Adversary Knacks help you destroy and corrupt your opponents.

Heroic Adversary
Enemy of My Enemy: You automatically know when you meet a character who shares one of your
negative Attitudes towards a specific person or group and a successful Read Attitude action reveals useful
or interesting memories about the reasons for that dislike. Characters of a higher Tier can conceal this
with a Clash of Wills.
My Misfortune is Your Misfortune: Spend Momentum when a character imposes a Complication on
you, redirecting it to themselves or someone they care about in the scene. Your first use of this Knack in a
scene is free.
Perfectly Symmetrical Violence: When a character injures you, spend 2 Momentum to make an
immediate attack against them. This does not require a mixed action, and you can use it even if you’ve
already acted in the round.
Pride Before a Fall: When a character you have a negative attitude towards takes an action with
Enhancement, you may spend Momentum to inflict a dice penalty equal to the Enhancement (to a
maximum of your Adversary rating). If this causes them to fail, they do so in an especially ironic,
embarrassing, or tragic way. Your first use of this Knack in a scene is free.

Immortal Adversary
A Wicked Idea: Spend Momentum to suggest a dangerous, outlandish, or malicious course of action,
passing it off as just a joke. The next time the target has a good opportunity to follow your suggestion,
they suffer a +2 Complication to all actions for the rest of the scene as they’re distracted by mustering
their self-control. If not bought off, this Complications leads them to slip unintended information, waste
opportunities, overlook obvious details, or reveal what they’re thinking of at the worst moment in their
distraction. Characters of a higher Tier can resist with a Clash of Wills, pitting their Composure + Legend
against your Manipulation + Legend.
Bogovoi-Specific: Fever-Ridden: Likhoradka is known to possess others in the form of a spiritual
disease. Spend Momentum to transform into an infectious cloud, inhabiting a character within Short
range. For the duration, you share all of their senses. Once per scene while infecting them, you may make
an influence roll to convince them to do something; if they don’t know you’re inside them — because you
afflicted them in their sleep — you gain +2 Enhancement. Because you exist as a fever inside of them,
powers which heal diseases exorcise you; otherwise, characters roll Integrity + Stamina after a day’s rest;
once they’ve accumulated your Legend in successes, you are forced out. Characters of your Tier or higher
can resist infection with a Clash of Wills.
K’uh-Specific: Wrath is Sustenance: Like Vucub-Caquix, you can subsist on enmity alone. You reduce
penalties based on fatigue, hunger, and other needs by your highest negative attitude. You may add your
Adversary rating as an Enhancement to contested roll against a character to whom you have a negative
attitude. Your first use of this Knack in a scene is free.
My Best Enemy: You can have a number of temporary Fatebindings equal to your Adversary rating, in
addition to your usual limit. These temporary Fatebindings can’t be raised above 3. Characters of your
Tier or higher can resist with a Clash of Wills. For the Fatebinding’s duration (based on its Strength) see
Scion: Hero, p. 197.
Netjer-Specific: Ruin Your Life: With a cunning like Isfet, you adopt an enemy’s identity to ruin their
life. Gain Enhancement equal to their negative attitude towards you on any roll to convince others you’re
them, with access to the following Stunts:
• Not a Trace (1s): Any physical and electronic evidence you leave behind is flimsy at best —
fingerprints are incomplete, security footage is too grainy to make an ID, and so on.
• The Wrong Trace Entirely (3s): A piece of evidence you leave behind magically changes to
implicate someone else — putting their prints on the gun or their metadata on the file.
Pālas-Specific: That Venom, Deception: Spend 1 Momentum to gain +2 Enhancement on rolls to
spread gossip about someone. Anyone who believes the gossip is compelled to share it with others.
Characters of your Tier or higher can resist with a Clash of Wills (your Manipulation + Legend vs their
Composure + Legend). If the subject of the gossip has a negative attitude towards you or is trivial, this
Knack is free.

Destroyer Knacks
Destroyer Knacks enhance your destructive potential, even obliterating DNA when you will it.

Heroic Destroyer
It All Ends in Silence: Spend Momentum to create a Field that suppresses sound throughout the scene,
granting +1 Enhancement to all Stealth rolls. Characters attempting to make noise suffer a +3
Complication; if not bought off, their words can’t be heard beyond Short range.
Not a Trace: At the end of a scene, you destroy all physical evidence you were present — fingerprints,
DNA, and even electronic security recordings are all wiped away, but individual characters remember you
just fine.
Sever the Ties: Whenever you use the Shift Attitude stunt to undermine a character’s loyalty, affection, or
other connection to a person or organization, you may spend Momentum to shift it an additional point. If
this reduces it to zero or less, any attempts to rebuild that attitude (or a related one) during the rest of the
season increase their difficulty by 2. Your first use of this Knack in a scene is free.
What You Fear Losing: When you take a Read Attitude action against a character, you also intuit
something in the scene they would fear to lose. You gain a +2 Enhancement to threats you make which
endanger the target, and the character can’t use their negative attitude towards you.
Zemí-Specific: Juracán’s Dance: Like Juracán’s storm-calling dance, you may destroy not just with
violence, but with art. You gain +2 Enhancement to encourage destructive or revolutionary behavior
through performance or art, or to create an atmosphere of outrage or violence. Characters who embrace
this mission gain +1 Enhancement to their attacks against the target, bolstered by your divine power.

Immortal Destroyer
Æsir-Specific: Jotun’s Armory: You can reflexively and automatically break trivial pieces of scenery to
use as oversized weaponry — stop signs, car bumpers, kayaks, whatever takes your fancy. These are
treated as Heavy weapons with the Melee tag, your choice of Bashing or Lethal, and one final tag chosen
from Brutal, Pushing, Reach, or Stun. If you have access to size-based Scale, this Knack grows to match;
you can always wield weapons just a little too big for your current size.
Bahala-Specific: Swallow the Moon: Just as Bakunawa ate six of the World’s seven moons, so may you
devour the elements to reduce their power. Spend Momentum and select a Purview, diminishing its power
over the scene — Complications and Enhancements related to it reduce by 2, and attempts to “destroy”
examples of it can purchase the Inflict Damage stunt an extra time. Characters with that Purview can
contest this with a Clash of Wills, pitting your (Legend + Might) against their (Legend + Stamina).
Tuatha De Danann-Specific: The Evil Eye: Like Balor’s, your gaze is terrible to behold. When another
character locks eyes with you, roll an Integrity + Presence attack against them with the Piercing and
Lethal tags. For the rest of the scene, they suffer a +2 Complication to vision-based actions against you to
avoid suffering an Injury Condition.
Yazata-Specific: Embrace the End: Like Zarik, your touch is heavy with the inevitability of death.
When you make an attack, you gain access to the following stunts to infect and wither your foe:
• Festering Wound (1s): Injury Conditions inflicted by this attack heal at half the usual rate, and
attempts to treat them suffer +2 difficulty.
• Decay of Age (3s): Until the Injury Conditions inflicted by this attack are healed, the target
suffers a −1 penalty to a physical Attribute of your choice.

Monster Knacks
Monster Knacks expose your bestial nature, inflicting terror and providing inhuman benefits.

Heroic Monster
Manitou-Specific: Stinging Stink: Like Aniwye, your presence is a nasal assault. As an action, you may
spread a cloud of noxious musk which inflicts the Noxious Condition on everyone within Short range.
This takes hours of vigorous scrubbing to remove, and inflicts a +2 Complication on social influence rolls
to avoid causing offense or Stealth rolls to avoid leaving an obvious trail for the remainder of the scene.
No Close-ups, Please: Your visage is a nightmare — and like a nightmare, details quickly fade even
when the fear remains. Characters suffer a +2 difficulty to remember or describe you after the end of the
scene, or to recognize you on sight. Trivial characters can’t do so at all, unless you’ve deliberately
threatened or frightened them. In that case, they remember your face vividly but are utterly incapable of
describing it.
Teōtl-Specific: Debts Paid in Blood: You automatically know the distance, direction, and shortest path
to any character who is indebted to you financially, socially, or otherwise. They suffer a Complication
equal to your Monster Calling on any attempts to evade you, defraud you, or refuse repayment; unless
bought off, they suffer a messy Injury and you detect their intentions regardless of distance, their sweet
blood flowing from your lips.
The Face of Fear: Spend Momentum to intuit one of a character’s primal fears — for example spiders or
drowning. You may transform your appearance to become a monstrous embodiment of that fear, granting
you +1 Enhancement for terrifying others in general and +3 against the specific target. Your first use of
this Knack in a scene is free, as are uses against trivial characters.

Immortal Monster
Evolving Threat: At the start of your turn, you gain the Resistant armor tag against a type of damage you
received last turn, or add a one point tag to one of your Natural weapons. You may bank unspent points
over multiple turns to purchase more expensive tags. You may gain a total of new tags equal to your
Monster rating. At the end of the scene, they slough off and your form returns to normal.
Lifeblood Buffet: You gain a close combat attack with the Natural, Melee, Lethal, and Concealable tags,
such as retractable fangs, extending talons, or a touch which absorbs body heat. When you purchase the
Inflict Damage Stunt with it, you may spend Momentum to heal a Bruised or Injured Condition; if you
also purchase the Critical Stunt, you can heal a Maimed condition instead. Feeding on trivial characters
can only heal Bruised Conditions.
Monsters in the Mirror: Your monstrosity is infectious, allowing you to draw forth the worst instincts in
others. Spend Momentum to inflict the Monstrous Urges Condition (Scion Players’ Guide: Saints &
Monsters, p. 93 or Titanomachy, p. 153) on your target; if they fail to buy off the condition, the
character’s actions risk inflicting collateral damage or offending and frightening others around them.
Characters of your Tier and higher can resist with a Clash of Wills.
Skulking Horror: While you are concealed and no other character knows your exact location, you can
move to another location you can see within Long range, without crossing the intervening space. Your
first use of this Knack in a scene is free.
Tengri-Specific: Sacrificial Spawn: As Atai Ulaan’s body spawned monsters from every part, so too
may a Tengri Titan. You may harmlessly remove a body part — an eye, limb, or so on — and transform it
into a titanspawn for the rest of the scene. It is created as a Creature with a rating equal to (2 + the
Complication inflicted by the loss of the part, chosen by you to a maximum Complication of 3).

Primeval Knacks
Primeval Knacks draw on your connections to the fundamental forces of the World.

Heroic Primeval
Bending The World: You may take Close range actions at a distance using wind, plants, and other
natural phenomena as your appendages. These use your usual dice pools, but dice from your Attribute
cannot exceed your Primeval rating. Actions suffer a +1 Complication at Medium range and +2 at Long;
if not bought off, your work slows down dramatically or has clumsy results.
Nemetondevos-Specific: The Old Ways: Like the Titans of the Wild Reclaiming, you may set yourself
against human industry. Spend Momentum to inflict a Complication equal to your Primeval rating on an
action using a complex tool — guns and phones, obviously, but anything more finnicky than a crossbow
will do. If not bought off, the item is destroyed at the end of the action, returned to its constituent
elements. The first time you use this in a scene is free, as are any uses against trivial characters.
None Grasp the Wind: You gain +2 Enhancement on all attempts to resist being physically constrained,
even Clashes of Wills. Spend Momentum to move through a barrier, as long as it’s not airtight.
The World is My Partner: You gain a Bond with your Purview which resets itself to your Primeval
rating at the start of each session. You may spend or bank successes to it just like any other Bond on
actions which dramatically affirm your commitment to the Purview and what it represents.
The World Provides: As an action, you can shape a simple, mundane object out of stone, wood, iron, or
similar common elemental materials. This replaces the need for any non-unique resources or supplies
during crafting projects.

Immortal Primeval
Atua-Specific: The Caldera Overflows: Harm to you is dangerous to all. When you suffer an Injury
Condition, you spread dangerous terrain out to maximum Medium range based on an outpouring of one of
your Purviews. Characters within range suffer a Complication on their next action based on your Injury (1
for Bruised, 2 for Injured, 3 for Maimed), which they must buy off to avoid suffering an Injury of their
own. You may spend Momentum to increase the Complication by 1 level per point of Momentum, to a
maximum of 3.
Implacable as Winter: Once per scene you may reset one attitude to 0 or reduce the influence of an
atmosphere on you by your Primeval rating. For the rest of the scene, attempts to play on your ambitions
or desires suffer a +2 Complication; if not bought off, the target suffers an Injury as the elements rage
against his audacity.
Kami-Specific: Single-Minded Disaster: Loudly declare your intentions for the immediate scene. You
gain Enhancement equal to your Primeval rating to resist any action which dissuades or impedes your
attempt. For example, if you declare you’re going to tear apart a titanspawn, you get the bonus to avoid
some well-meaning bystander restraining you, or a Band-mate talking you out of this reckless endeavor,
but not to your rolls to actually make the attack. You suffer a Complication of the same rating when you
do anything except pursue your stated mission. If not bought off, you suffer an Injury Condition as your
own nature betrays you.
Theoi-Specific: The Body’s Trove: As Gaea concealed secrets within her cavernous depths, so too may
you store useful tools and servitors within you. You may absorb up to your Primeval rating in objects or
willing characters of roughly your size, who are kept safe and (mostly) comfortable. They always leave
some hint — tattoos, wriggling flesh, strange marks, identifiable with a difficulty 3 Occult + Intellect roll.
Extracting a stored object or character requires an action.

Tyrant Knacks
Tyrant Knacks impose your authority on others, reject the leadership of others, and improve your ability
to rule over your subjects.

Heroic Tyrant
Compliance is Rewarded: Spend 1 Momentum to resolve a Condition afflicting a target who recognizes
you as their superior. The next time they try to defy you, they gain a Complication equal to your Tyrant
dots; if not bought off, the Condition reasserts itself and they suffer an Injury. If the Condition was
imposed by a character of a higher Tier than you, activating this Knack requires a Clash of Wills with
Legend + Presence.
Plant Dôn-Specific: An Impossible Quest: When you use an Encourage Behavior action to goad
someone into a difficult task, you gain +2 Enhancement and they can’t leverage their negative attitude
towards you so long as you offer them some reasonable reward. If they complete your task, you have to
make good on the reward, and suffer a Complication equal to your Tyrant rating until you do so.
Shén-Specific: Greasing the Palm: Spend 1 Momentum to intuit the perfect bribe to get a particular
official to do something for you or overlook your actions. If you give it to them, they improve their
attitude towards you by 1 and suffer a Complication equal to your Tyrant Calling on any attempt to betray
or undermine you for the rest of the story; if not bought off, their superiors learn they accepted a bribe,
and they suffer appropriate consequences. Your first use of this Knack in a scene is free, as are uses
against trivial characters.
The Last Word: Spend 1 Momentum to put an end to a topic of discussion or debate, which can’t be
brought up again for the rest of the scene. Characters of your Tier or higher can resist with a Clash of
Wills, pitting their Legend + Composure against your Legend + Presence.
Whom Do You Serve?: Spend 1 Momentum to automatically intuit the loyalties of a character in the
scene, getting a rough but accurate sense of their allies, superiors, and attitudes towards each. This
includes characters not present in the scene; if you meet them later, you recognize them as the recipient of
that allegiance. Your first use of this Knack in a scene is free, as are uses against trivial characters.

Immortal Tyrant
Annua-Specific: Shatter Tablets, Seize Crowns: Upon defeating someone in an obvious contest which
they have openly or tacitly agreed to, you may claim one of their honors, positions, or possessions as your
own. Until they surrender it to you, they suffer a Complication equal to your Tyrant rank on related
actions — driving their illicitly-kept car, managing the business that ought to be yours, and so on. If not
bought off, characters gossip about the target as a sore loser, cheater, or dealbreaker, souring attitudes and
atmospheres with every action.
Apu-Specific: Dwelling in Darkness: Many among the Apu Titans brood in dark places, remnants from
the void before time. You may consecrate a location which you own or control as your dark stronghold.
You can spend 1 Momentum when suffering an Injury or setback to a plan, returning instantly to your
dark stronghold alongside your Bandmates and up to your Tyrant Calling in other willing characters.
When you travel towards it by any means, the journey takes half as long as it should. You may consecrate
a new location as your dark stronghold in a night-long ritual, releasing your claim on the prior.
Devá-Specific: Obvious Superiority: You gain +2 Enhancement to resist influence and effects which
would compel you to submit to someone else’s authority or recognize someone’s status. Once per scene,
when resisting such an effect, you may impose a Complication on the source’s next influence action equal
to your Tyrant dots; if they fail to buy it off, observers see their influence in the worst possible light, like
unhinged ramblings, insecure arrogance, or entitled outrage.
Ilhm-Specific: Auspices of Attar: As Attar once rallied humanity against Ba’al, so too may younger
Tyrants sound their clarion call. Use an action to draw trivial characters into your service as Heavy
Followers with additional Tags equal to your Tyrant Calling; this is usually nigh-instant, but even in truly
isolated areas, they arrive no later than the start of the next scene. They serve loyally for one battle or
scene. Any who die for your cause fade into stardust, commemorated above in the Heavens.
Survey the Empire: You may take a Leadership + Cunning action to get a sense of the morale,
disposition, and needs of anyone below your Tier who is loyal to you, or subject to your authority —
deifans, worshippers, employees, goons, etc. You gain 1 Leadership Scale to influence them and you may
spend 1 Momentum to fully inhabit the senses of one of these chosen characters for the scene.

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