Expanded Titans

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Expanded Titans is a fan made supplement for White Wolf's role-playing game Scion.

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Expanded Titans
Being a tabulation of expansions, corrections, and clarifications of some of the existing
Titans.
A fan-written supplement by Pashupatastra

Contents
1) Introduction
2) Crom Cruach
3) Vritra
4) Zrvan
5) One Additional Avatar
6) Miscellaneous Creatures

Introduction
This document was made to expand the content of the greater titans presented in
the later Scion supplements, in order to bring them more in line with those listed in
Scion: God. The rules, statistics, and background information is meant to be used in
conjunction with the canon material, supplanting it where they conflict. In order to use
this work, you need to be familiar with the Scion Companion supplement (or at least the
Tuatha and Devas chapters of the Companion) and the Yazata pantheon supplement.
Furthermore, one of the avatars of Crom Cruach requires the use of the White Wolf
Epitaph (Spring 2009). Finally, one avatar listed in this work belongs to a greater titan
that appears in the fan-written Annuna pantheon, written by Demonchilde. Individual
storytellers are encouraged to use or alter any of this material for use in their individual
campaigns.
Dasclaimer: The author of this document has no association or connection with White
Wolf, Inc. In addition, the author means absolutely no disrespect to the authors of the
supplements being altered. The work done for the Scion franchise has been excellent.

Crom Cruach
Crom Cruach, the Greater Titan of Dead Earth, wishes to see the entire world
covered in rot and decay until it is nothing but a cold, barren plain. Cethlenn, the
dominant avatar of Crom Cruach, works toward this goal, driven by her vow of revenge
against those who slew her husband and displaced her children. However, she is patient
and will rarely rush into action, preferring to watch her schemes play out over years and
decades. The other avatars of Crom Cruach nominally serve her, but are most often
occupied by their own devices. This suits Cethlenn just fine – so long as they don’t
interfere with her plans and are ready to assist her when requested, Cethlenn leaves them
be and plots the Tuatha’s downfall by herself.
Prominent Features: Water is especially hard to come by in Crom Cruach, and in those
very rare places where it is found, it is always toxic (treat as arsenic; see Scion: Hero, p.
182). In addition, any water brought into Crom Cruach will become toxic if it touches
any material within the Titan or left in an open container for more than ten minutes.
Furthermore, any non-living plant or animal matter brought into Crom Cruach rots at an
exceptionally rapid pace, decaying entirely within one hour unless they are protected
from spoilage by some supernatural effect (objects with health levels suffer 2 health
levels of damage every 10 minutes, ignoring Soak).

Avatars:
Cethlenn
AKA: The Bane of the Dagda, She Whose Womb is the Tomb
The mother of the fomorians, Cethlenn has taken her husband’s place as the chief
aspect of Crom Cruach, using her great magical prowess to bind herself to Balor’s former
aspect. Fortunately for the gods, this prevented another global incident akin to what was
caused by Ymir’s death at the hand of Odin. Unfortunately, is also guaranteed that the
Tuatha continue to have a powerful foe assailing Tir na nOg. Cethlenn’s primary goal is
to exact revenge for Balor’s death and spread rot and decay across the world, making it a
kingdom worthy of her children. She largely ignores the lesser avatars of Crom Cruach,
only regarding them if she needs something from them or one has angered her in some
way (in which case she punishes their servants and followers). More information on
Cethlenn can be found in the Scion Companion, page 42.
Cethlenn has a base dice pool of 24 for all actions, modified by her Epic
Attributes. Cethlenn favors Mental Attributes and prefers to corrupt enemies, first in
spirit and mind and then in body.
Virtues: Ambition 3, Malice 5, Rapacity 4, Zealotry 4
Supernatural Powers:
Avatars: The Abyss, The Reaper, The Shaper
Boons: Every one- to eight-dot Boon from every Purview except Health and Sun, which
are forbidden to her. Cethlenn also has all Boons from the Darkness, Death, Earth and
Enech Purviews.

Epic Attributes: Epic Mental Attributes at the 10-dot level (with all appropriate Knacks).
All other Epic Attributes at the eight-dot level (with all appropriate Knacks).
Spells: Cethlenn has all the spells listed in all Scion books, plus many more. Many of
these spells replicate the effects of harmful Health boons or the Prophesy purview.
Maggots: By spending 5 Legend, Cethlenn can produce maggots as described in the
Scion Compendium, as a Speed 5 action. Any animal that eats at least one of these
maggots goes mad, wildly attacking any creature it sees and consuming anything that it
has killed. If it consumes the flesh of a human, one of its own kind, or a Legendary being
within one hour, it will gain the Mathean template. Otherwise it remains normal and will
die within the week.
Join Battle: 24
Attacks:
Clinch: Accuracy 24, Damage 13L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 23, Damage 16L, Parry DV 41, Speed 5
Unarmed, Light: Accuracy 25, Damage 13L, Parry DV 42, Speed 4
Soak: 8A/35L/41B
Health Levels: -0x39/Incap.
Dodge DV: 46
Willpower: 9
Legend: 12
Legend Points: 144
Other Notes: None
Creatures
Cethlenn is served primarily by fomorians and Mathean creatures. She is also ably
served by her handmaiden, The Cailleach. She rarely needs to give orders, as The
Cailleach knows her mind well enough to anticipate her wishes. More information about
the fomorians and The Cailleach can be found in the Scion Compendium, page 42.

Other Avatars
Itztlacoliuhqui
Itztlacoliuhqui was once the Aztec god Tlahuizcalpantecuhtli, the Lord of the
Morning Star and the Bringer of Dawn. When the Atzlanti changed the world and
brought it into the Fifth Age, Tlahuizcalpantecuhtli was challenged to a shooting match
by the sun god Tonatiuh for the right to bring forth the morning. Tlahuizcalpantecuhtli
lost the contest and Tonatiuh deceded to punish and humiliate his opponent by turning his
face into black obsidian and transforming him into a god of stone and coldness.
Furthermore, the gods bound him into service as a judge, forcing him to take up the
powers of blind justice and human misery. Taking up the new name Itztlacoliuhqui, the
god attended his duties reluctantly, never forgetting his humiliation at the hands of his
fellow deities. During the Titan War, Itztlacoliuhqui abandoned his position as judge and
joined the titans, eventually being defeated at the hands of Tezcatlipoca and banished to
Tartarus with his new allies. Now free from imprisonment, Itztlacoliuhqui has willingly
agreed to serve Cethlenn as a general, provided that once the Tuatha fall, the Atzlanti will

be next. Itztlacoliuhqui appears as a tall and imposing Aztec man with an eyeless face
carved out of black obsidian.
Itztlacoliuhqui has a base dice pool of 20 for all actions, modified by his Epic
Attributes. Itztlacoliuhqui favors Social Attributes and prefers to capture his enemies so
he can render “just” punishments for their sins.
Virtues: Ambition 3, Malice 3, Rapacity 2, Zealotry 4
Supernatural Powers:
Avatars: The Cold, The Shaper
Boons: Every one- to eight-dot Boon from every Purview except Health and Sun, which
are forbidden to him. He can use every one- to ten- dot Boon in the Justice Purview, but
he cannot assume the Arbiter. Itztlacoliuhqui also has all Boons from the Earth, Frost,
and Itztli Purviews.
Epic Attributes: Epic Social Attributes at the 10-dot level (with all appropriate Knacks).
All other Epic Attributes at the eight-dot level (with all appropriate Knacks).
Eyeless Mask: When the Atzlanti forced Itztlacoliuhqui to serve as a judge, they removed
his eyes to help him make just decisions. This gives him several benefits. First,
Itztlacoliuhqui is immune to any power that requires him to have vision to work.
Furthermore, he is immune to all Epic Social Attributes and their related knacks as well
as any power that creates or manipulates his emotions. Ultimate Social Attributes still
work against him, however. Finally, he can use all Boons from the Justice Purview, as
described above.
Join Battle: 20
Attacks:
Clinch: Accuracy 20, Damage 11L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 19, Damage 14L, Parry DV 39, Speed 5
Unarmed, Light: Accuracy 21, Damage 11L, Parry DV 40, Speed 4
Obsidian Knife: Accuracy 21, Damage 13L, Parry DV 39, Speed 5
Soak: 8A/34L/39B
Health Levels: -0x35/Incap.
Dodge DV: 44
Willpower: 7
Legend: 10
Legend Points: 100
Other Notes: If Itztlacoliuhqui is killed, his obsidian face can be cut off and used as a
mask. When worn, this mask grants its wearer a +4 bonus to all (Willpower + Integrity +
Legend) rolls and acts as a Birthright that grants them access to the Justice and Frost
Purviews. However, the wearer is also struck blind and has his lower Virtue replaced by
Zealotry (to justice) as long as she wears the mask.
Creatures
Itztlacoliuhqui keeps no special servants, apart from a few dedicated Scions and whatever
fomorians and other creatures Cethlenn allows to serve under him. He is a very strict and
demanding leader, but will reward those who serve him well.

Omukade
The Great Centipede seeks to consume all things in the world, as revenge against
the Amatsukami for a forgotten wrong done to it in ancient times. Towards this goal, it
tunnels through the earth and stone of Crom Cruach attempting to finally break through
to the World. It is doomed to fail, however, as it cannot stand sunlight (it hopes to one
day eat the sun as punishment, but cannot do so while the gods still resist). Cethlenn tries
to keep track of Omukade’s location at all times and will steer it away from places she
deems important. She sometimes takes amusement in leading unwanted visitors to places
heavily traveled by the Great Centipede to meet their doom. More information about
Omukade can be found in the White Wolf Epitaph (Spring 2009), p. 19.
Omukade has a base dice pool of 22 for all actions, modified by its Epic
Attributes. Omukade favors Physical Attributes and will always attack, wishing to
consume its opponents.
Virtues: Ambition 2, Malice 2, Rapacity 5, Zealotry 4
Supernatural Powers:
Avatars: The Abyss, The Beast, The Shaper
Boons: Every one- to eight-dot Boon from every Purview except Health and Sun, which
are forbidden to it. Omukade also has all Boons from the Animal, Darkness, Earth, and
Tsukumo-gami Purviews.
Epic Attributes: Epic Physical Attributes at the 10-dot level (with all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks).
Venom: Any creature that suffers damage from Omukade’s bite attack is exposed to
vemon equal to Jormungandr’s (see Scion: Hero, p. 182). In addition, any melee attack
made against Omukade automatically exposes the attacker to Mukade-Bushi Venom
(Tolerance —, Damage 5L/action, Toxicity 2, Penalty -2), unless the attacker is somehow
invulnerable to physical attacks.
Join Battle: 22
Attacks:
Bite: Accuracy 24, Damage 19L, Parry DV —, Speed 4
Leg Spike: Accuracy 25, Damage 16L, Parry DV 58, Speed 5
Soak: 10A/52L/57B
Health Levels: -0x52/Incap.
Dodge DV: 63
Willpower: 9
Legend: 11
Legend Points: 121
Other Notes: None
Creatures
In addition to the normal servants of Omukade is served by its children, the Mukade, and
a cadre of warriors known as the Centipede Cult. More information about these
followers can be found in the White Wolf Epitaph (Spring 2009), p. 19-20.

Vala
The brother of the Titan Ahi, Vala once threw the World into chaos by stealing
the cattle, treasures and spiritual light that was necessary for the ritual that first
established order in the universe. He ordered his servants, the Panis, to seal these objects
in his cave and allow no one access to them. Indra and the other Devas, concerned for
their people, attacked the Panis and destroyed many of them, for the demons did not have
to power to stop them. Indra then defeated Vala himself and forced open the cave,
retrieving the objects and allowing the ritual to begin. After the Titan War, the Devas
imprisoned Vala in Tartarus, feeling that it was fitting punishment for the one who tried
to imprison all the sacred objects of the World. Since his escape, Vala once again desires
to possess everything sacred to the Devas for no other reason than to keep it locked away
forever. Cethlenn has no use for Vala, except to demand entrance to his caves to find
some useful or valuable object. Vala despises her for these intrusions, but does not have
enough power to keep her out. He often appears as a giant snake made out of rough,
unhewn rock. Vala represents all the secrets (both terrors and treasures) that the Earth
holds in its caves and tunnels.
Vala has a base die pool of 20 for all actions, modified by his Epic Attributes.
Vala favors Physical attributes, and prefers to bide his time and allow his enemies to
come to him.
Virtues: Ambition 2, Malice 4, Rapacity 5, Zealotry 2
Supernatural Powers:
Avatars: The Abyss, The Shaper
Boons: Every one- to eight-dot Boon from every Purview except Health and Sun, which
are forbidden to him. Vala also has all Boons from the Darkness, Earth, and Samsara
Purviews.
Epic Attributes: Epic Physical Attributes at the 10-dot level (with all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks).
Join Battle: 20
Attacks:
Clinch: Accuracy 20, Damage 11L, Parry DV —, Speed 6, P
Bite: Accuracy 25, Damage 21L, Parry DV —, Speed 4
Soak: 10A/51L/56B
Health Levels: -0x52/Incap.
Dodge DV: 61
Willpower: 9
Legend: 10
Legend Points: 100
Other Notes: None
Creatures
In addition to the normal servants of Crom Cruach, Vala is served by a race of asuras
known as Panis. The traits of these creatures are listed later.

Lesser Creatures of Crom Cruach:
Crom Dubh
The father and former god of the Fir Bolg, Crom Dubh lost almost all of his
influence and power when the Tuatha arrived in Ireland. While he bears his children no
ill will (he views the Fir Bolg as simply misguided by the beguiling Tuatha), he despises
any member or descendent of the Tuatha or Aes Sidhe and takes great delight in
corrupting the children of the gods. Crom Dubh appears as a giant, hunchbacked old man
with earthen skin. While independent of Cethlenn, Crom Dubh became one of her
strongest allies, viewing her as the best chance he has for revenge. In turn, Cethlenn has
decreed that no creature under her command shall harm any Fir Bolg that chooses to
serve Crom Dubh. Some Fir Bolg have taken her up on this offer. More information on
Crom Dubh can be found in the Scion Companion, page 44.
Attributes: Strength 11, Dexterity 8, Stamina 10; Charisma 6, Manipulation 11,
Appearance 3; Perception 7, Intelligence 6, Wits 7
Virtues: Ambition 4, Malice 5, Rapacity 4, Zealotry 2
Abilities: Academics 1, Animal Ken 3, Athletics 5, Awareness 4, Brawl 5, Command 5,
Control (Horse) 3, Empathy 5, Fortitude 4, Integrity 4, Investigation 4, Larceny 3,
Marksmanship 4, Medicine 2, Melee 5, Occult 2, Politics 4, Presence 5, Survival 4,
Thrown 5
Birthrights: Followers 5+ (Crom Dubh is still served by many Fir Bolg that did not join
the Tuatha, as well as corrupted Scions), Relic 3 (Scythe of Cruelest Iron)
Supernatural Powers:
Avatars: The Shaper
Boons: Army of One, Battle Cry, Blessing of Bravery, Brehon’s Eye, Earth Armor, Earth
Body, Earth Creation, Earth Travel, Echo Sounding, Eye of the Storm, Hero’s Geas,
Hornet’s Nest, Landslide, Lay Token Geas, Magma Control, Morale Failure, Night Eyes,
Paralyzing Confusion, Property Infusion, Riastrad, Safely Interred, Shadow Mask,
Shadow Refuge, Shadow Shroud, Shadow Step, Shaping, Strike Blind, Warrior Ideal
(Terror of the Battlefield)
Epic Attributes: Epic Strength 7 (all Knacks), Epic Stamina 8 (all Knacks), Epic
Manipulation 10 (all Knacks), Epic Appearance 7 (All knacks; hideous appearance only).
Ultimate Attributes: Ultimate Manipulation
Father of the Fir Bolg: Crom Dubh can release any Fir Bolg that serves him from its
wish-geas.
Join Battle: 11
Attacks:
Clinch: Accuracy 13, Damage 12L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 12, Damage 15L, Parry DV 6, Speed 5
Unarmed, Light: Accuracy 14, Damage 12L, Parry DV 7, Speed 4
Scythe of Cruelest Iron: Accuracy 14, Damage 18L, Parry DV 8, Speed 5
Soak: 8A/46L/51B
Health Levels: -0x35/Incap
Dodge DV: 12
Willpower: 9
Legend: 12
Legend Points: 144

Trophy: Crom Dubh still carries the scythe he used to bring back the harvest every year,
which he now uses as a weapon. It has the following traits: Accuracy +1, Damage +6L,
Defense +2, Speed 5 and can be used as a Birthright item for the Earth Purview. It is also
considered to be made of cold iron and will deal 1 point of Aggravated damage to any
being that possesses a Geas, in addition to any other damage it deals.
Other Notes: None.

Panis
The Panis are the demons that serve Vala, symbolizing miserliness and gluttony.
When the Devas needed to offer up sacrifices to bring order to the world, Vala first
created the Panis and ordered them to steal the offerings and seal them up in his cave so
that they would not be used (wasted, in Vala’s eyes). However, the Panis had one fatal
flaw: Vala could not grant them a proper soul. Thus, they could not resist the mighty
powers of the Devas when they came to take their stuff back. A great many Panis were
destroyed and, after Indra defeated Vala, the Devas reclaimed their offerings.
Physically, Panis appear as large men (usually 6 to 7 feet tall) with dark brown,
almost black skin and black hair, and wearing clothing of fine linen. Many of them grow
large, black beards. They are always well built and athletic, despite their legendary
gluttony. On a personal level, the Panis are often greedy, rude, arrogant and sarcastic.
They are completely loyal to Vala and faithfully carry out his commands.
The Panis consider any of Vala’s treasures to be their own as well. Vala does not
mind this attitude – the Panis only desire to have things, not use, spend, or otherwise do
away with them. If they think an item is theirs just because it is sitting in a pile in one of
Vala’s caves, let them. It is an attitude that engenders loyalty as well as motivates the
Panis to fight hard to defend what is “theirs.”
Panis use the Giant and Elder Giant templates, except as follows. First, Panis
have higher Rapacity than most giants, often at the 3-4 level (the extra points in Rapacity
come at the expense of an equal number of points of Ambition). Secondly, Panis are
more intelligent than giants; having at least 3 dots of Intelligence (although it is a rare
Panis that possesses Epic Intelligence). Their soulless eyes often give them hideous Epic
Appearance, as well. They do not have access to the Eitr or Jotunblut abilities, but many
can use at least some Chaos, Darkness or Earth Boons.
Oh, and they have no soul – at least not the same one granted to everyone else.
Because of this, Panis gain a +4 bonus to any (Willpower + Integrity + Legend) roll they
have to make and any use of a power that targets their soul or any part of it (exactly
which powers target the soul is determined by the Storyteller, but they include most Heku
and Cheval boons) works as if the power activated with half as many successes. This
protection does not extend to Magic and Samsara Boons, however, and all uses of these
spells against them gain a +2 bonus. Finally, it is nigh impossible to determine whether a
Panis is lying or telling the truth. Any power or device (be it a polygraph machine, Takes
One to Know One, or creative uses of Epic Perception) short of Ultimate Perception will
indicate that the Panis is lying, whether or not it actually is. This does not mean that

Panis lie any more than other Titanspawn do – only that whatever they say registers as a
lie.
A Panis’ trophy is its black tongue. If eaten, it tastes rich, yet terrible and leaves
the Scion feeling incredibly empty inside (there are no mechanical penalties associated
with this). For the rest of the scene after the tongue is eaten, no one can determine the
truthfulness of the Scion’s statements (everything she says registers as a lie, as described
above).

Vritra
Vritra, the titan of drought, wages an endless war against the Devas. Unlike many
of the other titans, the avatars of Vritra rarely work in opposition to each other. The
dominant avatar, Ahi, rules with an iron fist, though he is rarely cruel to the other avatars
that share his domain – as long as they remain loyal to him. So far this has not been a
problem. The other avatars act as his trusted generals, leading attacks against the Devas
and spreading the Titan’s influence around the World. For their part, the other avatars
(except Atlacoya) see Ahi as needlessly wasteful of his servants, but do not question his
orders. This arrangement seems to suit both sides and none have dared to upset it.
Favored Purviews: Chaos, Death, Earth, Sky, Sun
Prominent Features: The great thirst inside of Vritra pulls liquid out of the bodies of
any being inside until noting is left but a desiccated corpse. This is a (Damage
15L/action, Trauma 6L) threat. To those with Holy Fortitude the damage drops to 10L,
and those with Divine Fortitude take 5L per action (taking Divine Fortitude oriented
towards water merely ensures that one can go on without additional water; it does not
fully protect against water being forced out of your body). The only creatures immune to
this damage are the dead and undead, those with the Suhkese or Luminous templates, or
those that are in immaterial form.
The Suhkese Template: The moisture-evaporating dust released when a Suhkese
creature is wounded has the same effect on all creatures, regardless of Epic Stamina or
related Knacks. The only creatures immune are the dead, undead, immaterial, Suhkese,
or Luminous. The Purview resistance is replaced by immunity to the Sun Purview and
Boons from the Water and Health Purviews are considered piercing.

Avatars:
Ahi
AKA: The Enveloper, Dánu, Vritra
Ahi is the primary avatar of Vritra. In time immemorial, Ahi drank up all the
waters of the world, holding them all in his vast body. In a great battle, Indra used his
lightning bolt to cut open the giant serpent’s belly and released water back into the world.
Since then, Ahi and the Devas have fought many times until the Titanomachy, when the
serpent was finally captured and imprisoned. Now free, Ahi rules his domain with an
iron fist, leading it into harsh battle against the Devas. His fury is unparalleled as he
seeks to take back that which was stolen from him, even to the point of forcibly draining
water from living bodies. He represents all dryness and thirst.
Ahi has two forms: one is a giant serpent made of dust, sand and polished red and
black stone. His second form is that of Danu, his mother and first meal whom he
“honors” by retaining her appearance. He takes on this form when he feels he must lure

an unsuspecting Scion to his demise. More information about Danu can be found in the
Scion Companion, page 197.
Ahi has a base dice pool of 24 for all actions, modified by his Epic Attributes.
Ahi favors Physical Attributes and prefers to surprise opponents so he can quickly grab
them and drain the moisture from their bodies.
Virtues: Ambition 3, Malice 4, Rapacity 5, Zealotry 4
Supernatural Powers:
Avatars: The Glory, The Reaper, The Void
Boons: Every one- to eight-dot Boon from every Purview except Health and Water,
which are forbidden to him. Ahi also has all Boons from the Chaos, Death, Sun and
Samsara Purviews.
Epic Attributes: Epic Physical Attributes at the 10-dot level (with all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks).
Desiccating Grasp: Ahi can drain the vital fluids out of any being with which he comes
into contact for an extended period of time. His clinch attacks deal an additional +4
damage (already noted in the attacks section below) against all opponents, even the dead
and undead. Any being killed in this way immediately withers as all his fluids are
absorbed by the titan. Ahi may immediately use Unquiet Corpse on the victim to animate
his body as a mummy (and may also spend an additional 10 Legend to grant it the
Suhkese Template, if he so desires) without taking an additional action. If he chooses not
to, the body crumbles to dust on Ahi’s next action, unless somehow preserved.
Shapeshifting: As a miscellaneous action, Ahi may change between the form of a giant
snake or Danu. He may also, until the end of the story, take on the form of someone he
has personally killed by draining his or her fluids. He retains all his powers and abilities
(except his bite attack, which he possesses in has snake form only) regardless of the form
he is in.
Join Battle: 24
Attacks:
Clinch: Accuracy 24, Damage 17L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 23, Damage 16L, Parry DV 58, Speed 5
Unarmed, Light: Accuracy 25, Damage 13L, Parry DV 59, Speed 4
Bite: Accuracy 29, Damage 23L, Parry DV —, Speed 4
Soak: 10A/52L/58B
Health Levels: -0x52/Incap.
Dodge DV: 64
Willpower: 9
Legend: 12
Legend Points: 144
Other Notes: None
Creatures
Ahi is served by Rakshasas, Nagas, Suhkese creatures, and the dead that populate the
titan’s realm. He is a cruel master, and few of his servants have long lifespans, save
Ravana, whom the serpent trusts.

Other Avatars
Nu Ba
Daughter of Huang Di and the goddess of drought, Nu Ba was a dutiful servant of
the Celestial Bureaucracy. Asked by her father to help battle the army of Chi You, who
had resolved to destroy Huang Di, she descended to the world and destroyed a powerful
rain god who was in Chi You’s service. The action allowed the Bureaucracy to destroy
the attacking army, but left Nu Ba trapped in the World, where she retreated to the Gobi
desert and eventually vanished.
As with many “official” reports of the Celestial Bureaucracy, this story is not
entirely true. Nu Ba did descend to the World to confront Chi You’s army, but the clever
god tricked her into falling in love with him. The battle with the rain god was a sham –
set up so that Nu Ba would return to the Shen victorious, but secretly working for Chi
You. Chi You would then attack with a hidden army and Nu Ba was to tear the
Bureaucracy down from the inside. Huang Di, however, learned of this from his spies
and, enraged at his daughter’s foolishness and treachery, ordered her immediately exiled
to the World, never to return to Tian. When Tartarus was constructed, Huang Di had her
imprisoned there, in hopes that he may forget his errant daughter and what he did to her.
Nu Ba, for her part, now realizes her own foolishness but has never forgiven her
father for punishing her so harshly without giving her even the dignity of a hearing.
Since her escape, she willingly serves Ahi, hoping eventually to take revenge against the
whole Celestial Bureaucracy and their children for Huang Di’s deed. Nu Ba represents
all the dry places of the world, where rain and snow rarely fall. She appears as a
beautiful Chinese woman wearing yellow and white garments fit for an empress.
Nu Ba has a base dice pool of 22 for all actions, modified by her Epic Attributes.
Nu Ba favors Social Attributes and prefers to either seduce or charm opponents with her
grace and beauty or otherwise extract any information they have about the Celestial
Bureaucracy and its Scions before hanging them from the walls of the palace to die in the
relentless sun.
Virtues: Ambition 4, Malice 5, Rapacity 2, Zealotry 3
Supernatural Powers:
Avatars: The Glory, The Shaper
Boons: Every one- to eight-dot Boon from every Purview except Health and Water,
which are forbidden to her. Nu Ba also has all Boons from the Earth, Sun and Tai Yi
Purviews.
Epic Attributes: Epic Social Attributes at the 10-dot level (with all appropriate Knacks).
All other Epic Attributes at the eight-dot level (with all appropriate Knacks).
Join Battle: 22
Attacks:
Clinch: Accuracy 22, Damage 12L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 21, Damage 15L, Parry DV 40, Speed 5
Unarmed, Light: Accuracy 23, Damage 12L, Parry DV 41, Speed 4
Soak: 8A/35L/40B
Health Levels: -0x35/Incap.
Dodge DV: 46
Willpower: 9

Legend: 11
Legend Points: 121
Other Notes: None
Creatures
Nu Ba is served by Rakshasas, Suhkese creatures, and a multitude of Chinese demons
modified with the Suhkese template. She keeps many of these demons as servants and
guards in her vast palace.

Apaosha
Apaosha is the demon that brought drought to the Yazata and their worshippers
long ago, using his powers over the weather to drive the rain away. During the
Titanomachy, Tishtrya, the Yazata guardian of rain, attempted to stop Apaosha by taking
on the form of a white horse with a golden mane and tail and challenging the demon in
battle. The terrible battle lasted for three days and nights. However, because the people
below remained fearful and refused to give up offerings to the god who fought for their
lives, Tishtrya was eventually driven from the field in defeat. However, Ahura Mazda,
concerned for the plight of his people, made the necessary offerings and Tishtrya returned
to the battle and this time emerged victorious. The Yazatas then sealed Apaosha in
Tartarus with the rest of the titans.
Now free, Apaosha primarily seeks revenge against the Yazatas. However, he is
not yet strong enough to challenge Ahi’s rule and patiently bides his time, waiting for a
moment to strike down the serpent. Apaosha represents all the dry winds of the world;
those that dispel fog, destroy moisture, and drive off rain. He normally appears as a jetblack horse of tremendous size, with a mane and tail the color of coal.
Apaosha has a base dice pool of 20 for all actions, modified by his Epic
Attributes. Apaosha favors Mental Attributes and learns as much about his opponents as
he can before setting his terrible winds to scour the flesh from their bones.
Virtues: Ambition 4, Malice 5, Rapacity 3, Zealotry 3
Supernatural Powers:
Avatars: The Glory, The Storm
Boons: Every one- to eight-dot Boon from every Purview except Health and Water,
which are forbidden to him. Apaosha also has all Boons from the Sky, Sun and Asha
Purviews.
Epic Attributes: Epic Mental Attributes at the 10-dot level (with all appropriate Knacks).
All other Epic Attributes at the eight-dot level (with all appropriate Knacks).
Sirocco: Once per action, Apaosha can summon a withering, sandy wind to attack his
foes. This attack is targeted with 20 dice (plus any automatic successes granted by his
Epic Attributes) and has a damage bonus of +15L. Its also has a range of 100 and speed
of 4. The sandy wind finds its way through the smallest cracks on one’s armor and is
considered piercing as well.
Join Battle: 20
Attacks:

Unarmed, Heavy: Accuracy 19, Damage 14L, Parry DV 38, Speed 5
Unarmed, Light: Accuracy 21, Damage 11L, Parry DV 40, Speed 4
Scouring Wind: Accuracy 20, Damage 15L, Range 100, Speed 4, P
Soak: 8A/34L/39B
Health Levels: -0x38/Incap.
Dodge DV: 44
Willpower: 9
Legend: 10
Legend Points: 100
Other Notes: None
Creatures
Apaosha prefers to keep few servants, but often uses Rakshasas and other creatures as
spies.

Atlacoya
The most violent of Vritra’s avatars, Atlacoya represents the chaos and violence
that erupts in areas stricken with drought or other thirsts. She would like nothing more
than to reduce the World to a dry plain and amusedly watch the inhabitants fight each
other over what little water and food remains. Very little else is known about her, as she
would much rather fight than talk. Atlacoya appears as an Aztec woman the size of a
giant. She is often clothed in the garments of a warrior and often carries a hide shield and
Maquahuitl of enormous size. She keeps no permanent home within Vritra, preferring to
wander and revel in the Titan’s dryness.
Atlacoya has a base dice pool of 20 for all actions, modified by her Epic
Attributes. Atlacoya favors Physical Attributes and views social interaction as a waste of
time, charging headlong into battle at the slightest provocation.
Virtues: Ambition 3, Malice 4, Rapacity 3, Zealotry 4
Supernatural Powers:
Avatars: The Glory, The Void
Boons: Every one- to eight-dot Boon from every Purview except Health and Water,
which are forbidden to her. Atlacoya also has all Boons from the Chaos, Sun and Itztli
Purviews.
Epic Attributes: Epic Physical Attributes at the 10-dot level (with all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks).
Join Battle: 20
Attacks:
Clinch: Accuracy 20, Damage 11L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 19, Damage 14L, Parry DV 56, Speed 5
Unarmed, Light: Accuracy 21, Damage 11L, Parry DV 57, Speed 4
Maquahuitl: Accuracy 20, Damage 17L/B, Parry DV 56, Speed 5
Soak: 10A/51L/56B
Health Levels: -0x52/Incap.

Dodge DV: 52
Willpower: 8
Legend: 10
Legend Points: 100
Other Notes: There is nothing special about Atlacoya’s Maquahuitl, except its
exceptional size. Accordingly, it shares the same traits but has double the damage
modifier of a standard Maquahuitl. Its Accuracy is reduced to -2 if anyone smaller than
an elder giant attempts to use it.
Creatures
Atlacoya does not often use any specific creatures, preferring to take care of her business
by herself. If servants are needed, she often asks Ahi for the use of his servants (Ahi and
Atlacoya’s goals are similar enough that the dominant avatar often allows his creatures to
act on Atlacoya’s behalf).

Eochaid mac Eirc
The Tuatha Dé Dannan made many enemies when they arrived on the shores of
Ireland, not the least of which were the island’s inhabitants of the time, the Fir Bolg.
Eochaid was king of the Fir Bolg at the time the Tuatha invaded. He was akin to a god at
the time, and used his power to ensure that no rain fell on Ireland while he was king (he
still brought in the harvests each year, for the dew watered the crops). He fought at the
First Battle of Magh Tuiredh to defend his throne. Legend has it that during the battle,
Eochaid was overcome by a great thirst, but the druids who allied with the Tuatha hid all
water from him. As he was searching the battlefield for but a single drop, he was found
by the Tuatha and easily killed (so desperate was he that he did not defend himself).
Legendary enough at this time to ascend to godhood in his own right, Eochaid’s spirit
was confined to the Underworld by the Tuatha as punishment for his resistance. When
the titans broke free from Tartarus, Ahi, who recognized the former king from when he
stopped the rain, made Eochaid an offer: Eochaid’s freedom from punishment in
exchange for service. Eochaid readily agreed.
Since his incorporation into Vritra, Eochaid has proved useful for Ahi, helping to
extend drought into northern regions where it usually has little influence. Eochaid’s field
in Vritra is perhaps the only place where something grows – just a few sickly blades of
grass, but it’s enough to make the avatar comfortable. Eochaid appears much as he did in
life, a short, somewhat hunchbacked, red-haired Fir Bolg carrying himself with regal
bearing. He is often seen wearing a crown of dry grass leaves woven together.
Eochaid has a base dice pool of 20 for all actions, modified by his Epic Attributes.
Eochaid favors Mental Attributes, often talking to visitors in order to understand their
motives. He then reports them and their whereabouts to Ahi, so the serpent can deal with
them as he pleases.
Virtues: Ambition 2, Malice 3, Rapacity 4, Zealotry 4
Supernatural Powers:
Avatars: The Glory, The Shaper

Boons: Every one- to eight-dot Boon from every Purview except Health and Water,
which are forbidden to him. Eochaid also has all Boons from the Earth, Sun and Enech
Purviews.
Epic Attributes: Epic Mental Attributes at the 10-dot level (with all appropriate Knacks).
All other Epic Attributes at the eight-dot level (with all appropriate Knacks).
Fir Bolg: Eochaid retains all abilities common to Fir Bolg (see the Scion Companion, p.
29-30), but is released from the wish-geas.
Join Battle: 20
Attacks:
Clinch: Accuracy 21, Damage 11L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 19, Damage 14L, Parry DV 39, Speed 5
Unarmed, Light: Accuracy 21, Damage 11L, Parry DV 40, Speed 4
Sword of the Rainless Isle: Accuracy 22, Damage 16L, Parry DV 40, Speed 4
Soak: 8A/34L/39B
Health Levels: -0x35/Incap.
Dodge DV: 44
Willpower: 8
Legend: 10
Legend Points: 100
Other Notes: Eochaid carries the sword he had while he was king and has since renamed
it the Sword of the Rainless Isle. It has the following traits: Accuracy +2, Damage 5L,
Defense +2, Speed 4 and can act as a Birthright item for the Sky and Sun Purviews.
Creatures
Eochaid is served by Suhkese creatures and also a number of Fir Bolg who still recognize
him as their rightful king. These Fir Bolg are all released from their wish-geas, by the
power of the titan, and sometimes possess the Suhkese template.

Lesser Creatures of Vritra:
Ravana
Ravana, the father of the Rakshasas, was once a god but has since been corrupted
by Ahi. He is known for his stamina and aggressiveness (especially in the bedroom) and
he keeps a personal harem of women in his palace (protected from Vritra’s all-consuming
thirst, of course) with which to create more Rakshasas. Most of the women stay there
willingly, either charmed by his personality and knowledge or frightened of the vast
desert outside his walls. More information about Ravana can be found in the Scion
Companion, page 197.
Attributes: Strength 11, Dexterity 10, Stamina 11; Charisma 8, Manipulation 7,
Appearance 4; Perception 5, Intelligence 6, Wits 6
Virtues: Ambition 3, Malice 4, Rapacity 5, Zealotry 3
Abilities: Academics 4, Animal Ken 3, Art (Music) 2, Athletics 5, Awareness 4, Brawl 5,
Command 5, Control (Horse) 2, Craft (Blacksmith) 2, Empathy 3, Fortitude 5, Integrity

4, Investigation 2, Larceny 2, Marksmanship 4, Medicine 4, Melee 5, Occult 5, Politics 4,
Presence 5, Survival 4, Thrown 3
Birthrights: Followers 5+ (Ravana is the father and leader of the Rakshasas, and often is
surrounded by several of them, as well as other creatures that serve Ahi), Relic 5
(Chandrahas)
Supernatural Powers:
Avatars: The Glory
Boons: Army of One, Avidya, Battle Cry, Bhava, Bleach, Blessing of Bravery, Burn,
Divine Radiance, Echo Sounding, Flare Missile, Fury of War, Heavenly Flare, Inexorable
Gravity, Karma, Kriya, Mahaprasthana, Maya, Moksha, Mortal Stroke, Penetrating
Glare, Pratyave, Safely Interred, Samsarana, Shaping, Sky's Grace, Solar Crown, Solar
Prominance, Storm Augmentation, Sun Chariot, Tantra, Warrior Ideal (Experienced
General), Wind's Freedom
Epic Attributes: Epic Strength 6 (all Knacks from Scion: Hero and Scion: Demigod),
Epic Dexterity 4 (Cat’s Grace, Monkey Climber, Spider Climber, Omnidexterity), Epic
Stamina 8 (all Knacks), Epic Manipulation 6 (all Knacks), Epic Appearance 4 (My Eyes
Are Up Here, Detail Variation, Undeniable Resemblance, Unusual Alteration), Epic
Intelligence 2 (Know-it-all, Multitasking)
Spells: All spells listed in all Scion books.
Blessing of Ahi: While Ravana does not possess the Suhkhese template like his children
do, he does not suffer from the effects of Vritra’s harsh environment. He may freely
extend this favor to anyone who remains within his palace, with his permission.
Extra Attacks: Ravana often takes the form of a large mustached man with ten heads and
twenty arms (often carrying a multitude of weapons when he is expecting a fight).
Through his unique combination of Knacks, along with millennia of yogic practices, he is
quite capable of using all his limbs quite effectively in battle. Thus, he may make up to
five independent melee attacks at one time (similar to the Kraken in Scion: Demigod,
page 265). If he manifests with fewer arms, he loses one independent attack for every
pair of arms less than 20 (minimum 1, of course).
Join Battle: 10
Attacks:
Clinch: Accuracy 16, Damage 12L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 14, Damage 15L, Parry DV 14, Speed 5
Unarmed, Light: Accuracy 16, Damage 12L, Parry DV 15, Speed 4
Chandrahas: Accuracy 18, Damage 17L, Parry DV 16, Speed 4
Soak: 8A/35L/40B
Health Levels: -0x35/Incap
Dodge DV: 21
Willpower: 9
Legend: 12
Legend Points: 144
Trophy: Ravana’s trophy is his sword, Chandrahas (Moon-blade). Given to Ravana by
Shiva before his corruption, Chandrahas has the following traits: Accuracy +3, Damage
+5L, Defense +2, Speed 4 and can be used as a Birthright item for the Magic Purview.
Other Notes: None.

Zrvan
Zrvan, the Greater Titan of time, is greatly influenced by its dominant avatar,
Ahriman. It is his decree that time within this realm moves chaotically in both directions,
even looping back upon itself in some instances. However, even the most chaotic
movement of time must base itself on some order, lest it loses its distinction as “time”
and becomes simply chaos. There are, in fact, three aspects of Zrvan, which Ahriman
uses as anchors to define the movements of time. These aspects are personified in three
additional avatars that Ahriman allows to exist. First is Huh, the personification of
endurance throughout time, who wishes to slow time down so things may be preserved.
Second is Kala, the opposite of Huh, who represents decay over time and wishes time to
speed up so he can relish in entropy. Finally is Chronos, the representation of cyclical
time, who is indifferent to the passage of time, as long as the things that are lost are later
renewed.
In general, Ahriman ignores these three lesser aspects of Zrvan. As much as he’d
like to destroy all of them, he understands their importance in the grand scheme. For
their part, Huh and Kala are too busy opposing each other and Chronos is too weak to
present a threat to the chief avatar. Thus, Ahriman is somewhat free to deal with the
Yazata as he pleases. If, however, Huh or Kala begin to get the upper hand, or Chronos
begins to amass power, intervention might be necessary…
Prominent Features: Due to Ahriman’s influence, the passage of time within Zrvan is
highly variable. Any being entering the Greater Titan must prepare for sudden (and
possibly reversible) aging. For each scene that a being remains within Zrvan, that being
must roll (Willpower + Fortitude + Legend) and score ten successes. On a failure, the
being advances or reverts back in age a significant portion of their lifespan, losing 2
Willpower points and 1 point from each of their Physical Attributes in the process.
Should the victim reach 0 Willpower or 0 in all of their Physical Attributes, they expire
and collapse, their body becoming either a fetus or a corpse. Beings that do not have to
worry about physically aging, such as lesser immortals, the dead/undead, gods and Scions
with the Eternal Youth Knack still have to worry about the loss of Willpower and
Physical Attributes (even their bodies cannot handle the rigors of rapid aging), but do not
have to worry about dying. In this case, their Physical Attributes cannot decrease below
1 by this effect, and they will survive even at 0 Willpower. Any Willpower or Attribute
loss brought on by this effect immediately vanishes when the beings leave Boundless
Time.

Avatars:
Ahriman
Ahriman remains exactly the same as presented and can be found in the Yazata
Supplement, p. 32-33.

Huh
AKA: Hauhet
Possibly one of the most ancient beings the universe has ever known, Huh is the
personification of eternity in Egyptian belief. He is one of three titan avatars within
Zrvan that represent a more ordered passage of time than that which Ahriman
represesents. He symbolizes endurance and preservation through time. From his
domain, a city built in the Ancient Egyptian style that still stands despite being
abandoned by all but himself, Huh attempts to ensure that nothing is truly lost to time.
Huh was one of the major forces that helped the Titans endure their imprisonment, and he
wishes that they should continue to endure now that they are free. He is a surprisingly
aggressive force against the gods, despite his seemingly indifferent nature. True to his
nature, however, he does not wish the gods destroyed, only brought to heel. Eternal
servants are still eternal, right?
Huh is completely androgynous sometimes appearing as a young Ancient
Egyptian man wearing a simple linen kilt, or as an Ancient Egyptian woman of a similar
age wearing a linen dress (while in this form, he is called Hauhet). Both of these forms
are somewhat plain, seeming neither attractive nor ugly (Huh still benefits from his Epic
Appearance, however) and he does not prefer one to the other. Similar to his cousin Nu,
Huh’s male form sometimes appears with the head of a frog, and his female form
sometimes appears with the head of a snake (however, he does not seem to prefer these
over a human head either). Each of these forms is functionally equivalent.
Huh has a base dice pool of 22 for all actions, modified by his Epic Attributes.
Huh favors Mental Attributes and prefers to observe and let his servants attack when he
decides the time is the best.
Virtues: Ambition 3, Malice 4, Rapacity 3, Zealotry 5
Supernatural Powers:
Avatars: The Crown, The Way
Boons: Every one- to eight-dot Boon from every Purview except Fire and Magic, which
are forbidden to him. Huh also has all Boons from the Heku, Psychopomp and Stars
Purviews.
Epic Attributes: Epic Mental Attributes and Epic Stamina at the 10-dot level (with all
appropriate Knacks). All other Epic Attributes at the eight-dot level (with all appropriate
Knacks).
Eternal Endurance: Huh is considered to have an Epic Stamina of 10, with all
appropriate Knacks, in addition to his normal Epic Attributes.
Entropy Immunity: Huh is completely immune to all abilities that are based on entropy
or aging, as well as any boons from the Death Purview used by a being of lower legend.
Join Battle: 22
Attacks: None. Huh considers himself an observer, though one with an active role. He
will not attack, preferring to let his servants do the dirty work for him.
Soak: 10A/52L/57B
Health Levels: -0x52/Incap.
Dodge DV: 46
Willpower: 9
Legend: 11
Legend Points: 121
Other Notes: None

Creatures
Huh prefers not to use Aionic creatures, finding their chaotic nature distasteful.
He often uses Nemean/Typhonian creatures, corrupted Scions (surprisingly many serve
him, in exchange for boons of endurance) and animated stone statues (use the traits for
giants and elder giants with no Jotunblut or Eitr abilities but a permanent Earth Armor
boon and Hardness equal to their Legend rating). He also enjoys animating and
employing mummies.

Kala
Not to be confused with Kali, the Deva goddess of death, Kala is the
representation of age, erosion and entropy. As the embodiment of the ravages of time, he
is the antithesis of his fellow avatar, Huh. While imprisoned, Kala smoldered at
watching things endure that could have just have easily decayed and, now that he is free,
wishes to see the World crumble into dust. Kala opposes Huh’s schemes at every
opportunity, ensuring that things will decay and history is lost. So far, Kala and Huh
have fought each other to a standstill, much to Ahriman’s amusement. From his realm,
the ruins of a vast Hindu temple, he takes an active role in attempting to destroy the gods
(and, by extension, everything else). Only his stalemate with Huh and the neutrality of
the more powerful Ahriman have prevented him from achieving his goals. Kala appears
as a short Indian man, desiccated and mummified, yet also rotting and decayed to the
bone. The visage is that of a corpse that had been left exposed to the elements in every
possible environment.
Kala has a base dice pool of 22 for all actions, modified by his Epic Attributes.
Kala favors Physical Attributes, preferring to cause as much entropy and decay as quickly
as possible.
Virtues: Ambition 3, Malice 4, Rapacity 5, Zealotry 3
Supernatural Powers:
Avatars: The Crown, The Void
Boons: Every one- to eight-dot Boon from every Purview except Fire and Magic, which
are forbidden to him. Kala also has all Boons from the Chaos, Samsara and Stars
Purviews.
Epic Attributes: Epic Physical Attributes at the 10-dot level (with all appropriate
Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks).
Zone of Entropy: Kala can summon up an intense pulse of entropy. This ability exactly
mimics Nidhogg’s Entropy Breath ability (see Scion: Demigod p. 233-234), except that
the blast is 50 yards across.
Entropy Immunity: As the embodiment of decay, Kala is completely immune to all
abilities that are based on entropy or aging, as well as any boons from the Death Purview
used by a being of lower legend.
Join Battle: 22
Attacks:
Clinch: Accuracy 22, Damage 12L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 21, Damage 15L, Parry DV 57, Speed 5

Unarmed, Light: Accuracy 23, Damage 12L, Parry DV 58, Speed 4
Entropy Burst: Accuracy 22, Damage 21L, Range 275, Speed 5
Soak: 10A/52L/57B
Health Levels: -0x52/Incap.
Dodge DV: 63
Willpower: 9
Legend: 11
Legend Points: 121
Other Notes: None
Creatures
Kala often uses the Aionic creatures native to Zrvan to spread entropy and decay. He
also delights in using the dead and undead, particularly those that show prominent signs
of decay.

Chronos
The weakest of Zrvan’s avatars, Chronos (note that he is not the same as Kronus,
the leader of the titans in antiquity) represents the cyclical nature of time. Everything that
repeats itself over time, be it the seasons, the orbits of planets, the passage of the moon
and stars, or even the hands of a clock are the purview of Chronos. While it might seem
that all of Ahriman’s goals could be achieved by simply destroying Chronos, he has not
done so for some unknown reason. Some speculate that Ahriman somehow uses
Chronos’ existence to remain in power. Others – particularly members of the Yazata –
speculate that the destruction of the weaker titan at the hands of Ahriman will bring about
the return of Ahura Mazda and begin the fateful battle between the two entities (although
even the Yazata who are most sure of Ahura Mazda’s victory are not nearly sure enough
about this idea to even consider goading Ahriman into it). Regardless of the reason,
Ahriman allows Chronos to live, while Huh and Kala are too focused on each other to
particularly give him notice. Like many of the other titans, Chronos fights the gods out
of revenge for his punishment. Chronos typically appears as a bearded, well-muscled
middle-aged man of Greek descent. His robes tend to be worn and dirty and his skin is
tanned as if he had been working in a field.
Chronos has a base dice pool of 20 for all actions, modified by his Epic
Attributes. Chronos favors Social Attributes, and will often at least talk to a potential
victim before deciding he must be destroyed.
Virtues: Ambition 4, Malice 3, Rapacity 3, Zealotry 4
Supernatural Powers:
Avatars: The Crown
Boons: Every one- to eight-dot Boon from every Purview except Fire and Magic, which
are forbidden to him. Chronos also has all Boons from the Stars Purviews and 10 dots in
Arete (Integrity).
Epic Attributes: Epic Social Attributes at the 10-dot level (with all appropriate Knacks).
All other Epic Attributes at the eight-dot level (with all appropriate Knacks).
Cyclical Nature: Chronos can exploit his nature as the representation of cyclical events
to completely renew himself. As long as Chronos is still alive (and conscious), he may

spend 10 Legend and use a miscellaneous action to refresh his Health Levels and
Willpower to the state they were at the beginning of the scene. Any ongoing effects
(both harmful and beneficial) also vanish at this time. His remaining Legend points do
not change, however. He may do this only once per scene.
Join Battle: 20
Attacks:
Clinch: Accuracy 20, Damage 11L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 19, Damage 14L, Parry DV 39, Speed 5
Unarmed, Light: Accuracy 21, Damage 11L, Parry DV 40, Speed 4
Scythe: Accuracy 21, Damage 18L, Parry DV 40, Speed 5
Soak: 8A/34L/39B
Health Levels: -0x35/Incap.
Dodge DV: 44
Willpower: 8
Legend: 10
Legend Points: 100
Other Notes: Chronos often carries a Scythe, which he uses as a weapon. It has the
following traits: Accuracy +1, Damage +7L, Defense +2, Speed 5 and can be used as a
Birthright item for the Stars Purview.
Creatures
Chronos often uses Typhonian or Aionic creatures, as well as mortal or legendary
servants to accomplish his goals.

One Additional Avatar
Amon (Avatar of Anu)
AKA: Amun, Hammon, Amunet
If An represents the ruler himself, then Amon represents the division between the
ruler and the ruled. When one is born to rule or ascend to greatness, Amon assures that
there are also those who are born to serve and will not likewise ascend. This does not
mean that Amon cares little for servants and vassals — indeed, if they are killed or
mistreated into desertion, the line between ruled and ruler becomes more indistinct.
Above all, Amon desires to see the ruling and serving classes separated by an orderly,
and even just, system of rules and privileges.
After the gods were victorious in the first Titanomachy, Amon was furious with
the gods who, in his eyes, overstepped their rightful place. However, since An was
willing to give the gods a fair hearing, Amon held his tongue and listened. The gods
made the argument that the Titans had abused their power and that they had no choice but
to rebel, lest the World, and all of their subjects, be destroyed. The gods argued well, and
Amon was persuaded to join their side, though the gods had to promise to rule mortals as
overlords, and to never mingle with them, except to appear in grandeur and authority. To
seal this agreement, Amon even gave his blessing to Ra, allowing him to rule the Pesedjet
freely (and leading to the historical combination of Amon-Re).
In the new War, Amon has chosen to side with the Titans. Like An, he feels
betrayed by the actions of the Annuna. He also is angered that the gods, especially the
Pesedjet, broke their promise and started associating with mortals instead of ruling above
them. The siring and activation of Scions was it even worse — how dare the gods
impurify their ichor by mixing it with the blood of serfs! The distinct division between
rulers and the ruled must be preserved, and the children of the Titans blur it more every
day. It's bad enough that the human societies of the World are freeing themselves from
class distinctions. Unlike many Titans, however, Amon does not wish to destroy the
gods — only see that they are once again subjugated and remember their place this time.
Amon has a dice pool of 20 for all actions and favors Social Attributes, using his
mere impressiveness to remind rulers of their glory and censure those vassals who would
disobey.
Virtues: Ambition 3, Malice 2, Rapacity 1, Zealotry 4
Supernatural Powers:
Avatars: The Arbiter, The General, The Way
Boons: Amon possesses every one- to eight-dot Boon in every Purview except Chaos and
Darkness which are denied to him. Additionally, Amon possesses every Boon to the 10dot level in Justice, Psychopomp and War.
Epic Attributes: Amon possesses all Social Attributes to the 10-dot level (with all
appropriate Knacks). Additionally, he possesses all other Epic Attributes to the eight-dot
level (with all appropriate Knacks).
Join Battle: 20
Attacks:
Clinch: Accuracy 21, Damage 11L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 19, Damage 14L, Parry DV 39, Speed 5

Unarmed, Light: Accuracy 21, Damage 11L, Parry DV 40, Speed 4
Crook of Authority: Accuracy 25, Damage 15L, Parry DV 41, Speed 4
Soak: 8A/34L/39B
Health Levels: -0x35/Incap.
Dodge DV: 44
Willpower: 8
Legend: 10
Legend Points: 100
Other Notes: Amon carries with him his crook of authority, which he uses as a weapon
when pressed. It has the following traits: Accuracy +5, Damage +4L, Defense +4, Speed
4 and can be used as a Birthright item for the Justice and War Purviews.

Miscellaneous Creatures
Rahu
According to Hindu mythology, a powerful asuras named Swarbhanu gained the
ability to create eclipses by swallowing the sun and moon. Wishing to gain even more
power, he attempted to ascend to godhood by drinking amrita, the divine nectar.
However, before the substance could pass his throat, he was decapitated by Vishnu. This
had the unusual effect of making his head immortal while the rest of his body died. The
head became known as Rahu, and it still tried to swallow the sun and moon, but could not
keep them dark, as they would pass out the bottom of its neck.
Whether this story is actually true or not (Vishnu and the other Devas do not care
to talk about this), the skies are haunted by strange snake-like creatures that demonstrate
definite power over the sun and the moon. Calling themselves Rahu, like the immortal
demon-head of the previous story, they look like human torsos attached to an indistinct,
serpentine body that trails off into the darkness. Their faces are ugly and demon-like,
often with a mean scowl and their attitudes are arrogant and war-like. Capable of
reproducing asexually, these creatures are nonetheless (and fortunately) rare.
Attributes: Strength 8, Dexterity 10, Stamina 10; Charisma 4, Manipulation 5,
Appearance 2; Perception 5, Intelligence 4, Wits 5
Virtues: Ambition 1, Malice 4, Rapacity 5, Zealotry 3
Abilities: Athletics 3, Awareness 2, Brawl 4, Fortitude 3, Integrity 3, Melee 5, Presence
2, Stealth 5, Survival 2
Supernatural Powers:
Epic Attributes: Epic Strength 3 (all appropriate Knacks), Epic Dexterity 4 (all
appropriate Knacks), Epic Stamina 4 (all appropriate Knacks), Epic Appearance 3 (all
hideous knacks).
Eclipse: A Rahu retains the power of its predecessor to create eclipses and blot out the
sun and the moon. While in the World, it can cover the sun or moon in darkness, creating
a bona fide eclipse for as many minutes as points of Legend it spends. While this may
have no earth-shattering effects, the Rahu enjoys the chaos it creates using this ability.
Greater Than the Sun and Moon: Due to its nature, the Rahu is completely unaffected by
attacks based on the Sun and Moon Purviews. Any use of such a Boon against it
automatically fails, and the Rahu gains a number of Legend points equal to the dot value
of the Boon used against it. In addition, the Rahu may automatically dispel a Moon or
Sun boon within 25 yards of its location as a miscellaneous action, even if the Boon is not
affecting or directed against the Rahu. At the end of the action, the effect of the Boon
fades and the Rahu gains a number of Legend points equal to the dot value of the Boon it
just ended. This power is useless against the 11-dot avatars of the Moon and Sun
Purviews.
Indistinct: The form of a Rahu is somewhat indistinct, even to those can normally see in
the dark, and opponents often misjudge where to effectively place blows against them.
This ability acts as armor that grants a soak bonus of +2A/+5L/+5B.
Join Battle: 7
Attacks:

Clinch: Accuracy 14, Damage 9B, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 13, Damage 12L, Parry DV 14, Speed 5
Unarmed, Light: Accuracy 15, Damage 9L, Parry DV 15, Speed 4
Tulwar: Accuracy 16, Damage 14L, Parry DV 15, Speed 5
Soak: 6A/17L/22B (Indistinctiveness, +2A/+5L/+5B)
Health Levels: -0x13/Incap.
Dodge DV: 17
Willpower: 9
Legend: 7
Legend Points: 49
Trophy: The trophy of a Rahu is its skin, which is scaly and a grayish-black color. This
skin can be incorporated into a Birthright armor or clothing item when it is forged in
order to give it +2 Bashing and Lethal soak (on top of what the item grants already) and
the ability to channel the Darkness Purview. In addition, anyone wearing the item will
never be afraid of the dark as long as the item is worn and automatically resists all attacks
and effects based on the fear of darkness.
Other Notes: None

Reaper Owl
Many cultures have come to regard the owl of a symbol of death. Reaper owls
are terrifying predatory creatures that inhabit the depths of Soku-No-Kumi and Po.
Appearing as muted grey owls of monstrous size, these creatures stalk potential prey
(which can be anything up to the size of a horse or even larger) for hours until they have
the perfect opportunity to strike and carry away their meal. They will also take advantage
of their sleep-causing abilities to ensure capturing their prey is as easy as possible.
Attributes: Strength 5, Dexterity 6, Stamina 5; Charisma 4, Manipulation 4, Appearance
4; Perception 6, Intelligence 3, Wits 4
Virtues: Ambition 2, Malice 3, Rapacity 3, Zealotry 3
Abilities: Animal Ken 1, Athletics 5, Awareness 5, Brawl 3, Fortitude 3, Integrity 3,
Investigation 2, Stealth 5
Supernatural Powers:
Epic Attributes: Epic Strength 1 (Uplifting Might), Epic Dexterity 3 (Divine Balance,
Escape Artist, Untouchable Opponent), Epic Perception 3 (Broad Spectrum Reception,
Predatory Focus, Spatial Attunement)
Night Vision: Due to their Knacks and other special abilities, reaper owls can see
perfectly well in the dark, even in complete blackness. They never suffer penalties due to
darkness or lack of sight.
Swoop: Reaper owls are experts at attacking from stealth. If a reaper owl has complete
surprise on an opponent, it may make a heavy unarmed attack with an Accuracy bonus of
+3 and Damage bonus of +5L (the owl cannot parry with this attack). If this attack hits,
the owl may choose to grapple the opponent.
Flight: Reaper owls can fly at speeds of 100 miles per hour outside of combat or at
movement rate of 10 yards per tick while in combat.
Miasmic Nature: Each reaper owl carries the miasmic template (see Scion: God, p. 341).

Nocturnal Nature: Each reaper owl carries the nocturnal template (see the fan-made Atua
supplement).
Join Battle: 9
Attacks:
Clinch: Accuracy 9, Damage 6B, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 8, Damage 9L, Parry DV 4, Speed 5
Unarmed, Light: Accuracy 10, Damage 6L, Parry DV 5, Speed 4
Swoop: Accuracy 9, Damage 11L, Parry DV —, Speed 5
Soak: 1A/4L/6B
Health Levels: -0x3/-1/-1/-3/Incap.
Dodge DV: 12 (8 if grounded) Willpower: 6
Legend: 5 Legend Points: 25
Trophy: The trophy of a reaper owl is its feathers, which can be made into a cloak by
someone who knows how to forge Relics. The wearer of such a cloak may spend a point
of Legend to gain +2 to all of his or her Stealth rolls for 1 hour.
Other Notes: The reaper owl carries both the miasmic and nocturnal templates. It is
immune to attacks based on the Darkness or Moon Purviews made by those of lower
Legend.

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