THE YANKEE PANTHEON Virtues: Conviction, Endurance, Expression, Loyalty Purview: Liberty
AMELIA EARHART aka Title(s): Queen of the Air Noted American aviation pilot, Amelia Earhart was the first woman to receive the Distinguished Flying Cross, which was awarded to her for being the first aviatrix to fly solo across the Atlantic Ocean. Amelia was a favored daughter of Columbia, having within her the same indomitable spirit and love of travel. She was said to have disappeared over the Pacific Ocean. In fact, she just rose to godhood, removing herself from the World for a short while. Amelia’s love of flight hasn’t changed. Many of her guises are pilots or piloting instructors. Although it is a very rare thing for her to be a flight attendant, she has done so for something different. She has also been an extreme sky diver. Amelia has taken to stealing aircraft from the World to add to her collection in the Overworld. Most of the disappearance of aircraft from the Bermuda Triangle can be accounted to her. Amelia’s Scions are very much like their mother as they love the thrill of flying. Just as Amelia has usually been a pilot in the World, her Scions are the same. It’s in their blood and their souls and they just are not happy doing anything else. Associated Powers: Epic Charisma, Epic Perception, Liberty, Psychopomp, Sky Abilities: Academics, Art, Awareness, Control, Science, Survival Rivals: Concordia; Horus, Indra, Iris, Izanagi, Lugh, Nez Ha, Quetzalcoatl, Shango, Thor, Zeus Role: Goddess of Pilots & Flight Attributes: Str 5, Dex 10, Sta 9, Cha 11, Man 7, App 8, Per 11, Int 9, Wits 9 Virtues: Conviction 5, Endurance 5, Expression 2, Loyalty 4 Abilities: Academics 5, Athletics 4, Awareness 5, Brawl 2, Control (airplane) 5, Control (auto) 5, Integrity 5, Fortitude 5, Marksmanship 3, Medicine 3, Occult 2, Survival 5 Supernatural Powers: Avatars: The Storm, The Way Boons: Break the Strands of Fate, Cloud Body, Cloud Sculptor, Co-Location, Come Along, Counterspell, Create Air, Divine Threnody, Eye of the Storm, Fate
Can't Catch Me, Fate Unbound, Fire Immunity, Frost Immunity, Heart of the Maze, Levin Fury, Marathon Sprinter, Movement Undeterred, My Mind is My Own, Night Eyes, Otherworldly Portal, Penetrating Glare, Rainbow Bridge, Ride Along, Shuck Mental Bonds, Sky's Grace, Slippery as an Eel, Spirit Lamp, Stepping Lightly, Storm Augmentation, Storm the Gates, Terra Incognita, The Ties That Unbind, Tornado Tamer, Unbarred Entry, Unerring Orientation, Water Breathing, Weather Husbandry, Weather Witch, Where Are You?, Wind Grapple, Wind's Freedom, Your Mind is Your Own Epic Attributes: Epic Appearance 1 (Doin’ Fine), Epic Charisma 10 (all Knacks), Epic Dexterity 7 (all Knacks), Epic Intelligence 3 (Instant Translation, Language Mastery, Wireless Interface), Epic Perception 10 (all Knacks), Epic Strength 2 (Hang On, Uplifting Might), Epic Stamina 4 (Damage Conversion, Divine Damage Conversion, Regeneration, Self-Healing, Under Pressure), Epic Wits 2 (Eternal Vigilance, Meditative Focus) Ultimate Attributes: Ultimate Charisma, Ultimate Perception Birthrights: Avatar 3, Followers 2, Relic 2 (Flight Goggles – Psychopomp, Sky), Relic 3 (Pilot’s Jacket – Item Enhancement), Relic 5 (Lockheed L-10E Electra – Unique Powers), Sanctum 2 Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 14 (+2) Dodge DV: 35 Soak: 16B/12L/4A Health Levels: -0 x 13/Incap Attacks: Glock: Accuracy 13 (+22), Damage +4L, Def --, Speed 4, Tag P, Range 20’ Clinch: Accuracy 12 (+22), Damage +6B (+1), Def --, Speed 6 Unarmed, Heavy: Accuracy 11 (+22), Damage +9B (+1), Def 28, Speed 5 Unarmed, Light: Accuracy 13 (+22), Damage +6B (+1), Def 29, Speed 4 Other Notes: Amelia’s flight goggles act as her Birthright item for the Psychopomp and Sky Boons. Her pilot’s jacket grants her a +2B/+2L/+1A soak bonus. Her Lockheed L-10E Electra, the one that she was flying when she “disappeared” is a Birthright item that never needs fuel, can shrink to a palm-sized model, allows her to reroll a failed Control roll, and gives her bonus dice equal to her Legend on all [Dexterity + Control (airplane)] rolls. Her followers consist of female pilots. Amelia does not have a relic for the Chaos, Darkness, Fire, Frost, Sun and Water Purviews. Thus, Amelia’s Legend is considered one dot lower for those Boons purposes.
BABE RUTH aka George Herman Ruth, Jr; Babe, The Bambino Title(s): The Sultan of Swat One of the greatest American sports heroes, Babe Ruth was born a child of one of the Aesir, but was adopted by Artemis. He played for the Red Sox, Yankees, and the Braves. He also made forays into various popular media:
radio shows such as The Adventures of Babe Ruth, Here’s Babe Ruth, and Baseball Quiz; and films such as Headin’ Home and Pride of the Yankees. Later, Ruth started the Babe Ruth Foundation for disadvantaged children. As a Scion of the Dodekatheon, he developed his athletic ability and concentrated on his physical aspects. When he left to join the Yankee Pantheon (or was recruited), his mother gifted him with his ring, which allows him continue to excel in sports. However, it is nowhere near the ability he once had. In Modern Times, he continues to play baseball, for which he was most famous, and delves into other athletic endeavors. He has been a baseball player, football player, and chairman of a foundation for the disadvantaged. His Scions are all athletically inclined whether they develop or not. Strangely enough, some of his Scions are radio disc jockeys and actors. Associated Powers: Epic Dexterity, Epic Perception, Epic Strength, Liberty Abilities: Athletics, Awareness, Fortitude, Marksmanship, Melee, Thrown Rivals: Houyi, Huitzilopochtli, Lugh, Nuada, Raiden, Thor Role: God of sports Attributes: Str 11, Dex 11, Sta 10, Cha 8, Man 6, App 5, Per 11, Int 7, Wits 7 Virtues: Conviction 5, Endurance 4, Expression 3, Loyalty 5 Abilities: Animal Ken 2, Athletics 5, Awareness 5, Brawl 5, Control (automobile) 2, Fortitude 5, Integrity 3, Marksmanship 5, Melee 5, Thrown 5 Supernatural Powers: Avatars: None Boons: Break the Strands of Fate, Counterspell, Fate Can't Catch Me, Fate Unbound, Movement Undeterred, My Mind is My Own, Shuck Mental Bonds, Slippery as an Eel, Stepping Lightly, The Ties That Unbind, Your Mind is Your Own Epic Attributes: Epic Appearance 1 (Game Face), Epic Charisma 3 (Boys Will Be Boys, Charmer, Hapless Cool, Inspirational Figure), Epic Dexterity 10 (all Knacks), Epic Perception 10 (all Knacks), Epic Stamina 7 (all Knacks), Epic Strength 10 (all Knacks), Epic Wits 2 (Cobra Reflexes, Monkey in the Middle, Rabbit Reflexes) Ultimate Attributes: Ultimate Dexterity, Ultimate Perception, Ultimate Strength Birthrights: Avatar 3, Relic 5 (Baseball Bat – Item Enhancements), Relic 5 (Silver Greek-style Ring – Unique Power), Sanctum 2 Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 12 (+2) Dodge DV: 60 Soak: 32B/27L/7A Health Levels: -0 x 31/Incap Attacks: Baseball Bat: Accuracy +18, Damage +17B (+46), Parry DV 55, Speed 3 Clinch: Accuracy 16 (+46), Damage +12B/L/A (+46), Def --, Speed 6 Unarmed, Heavy: Accuracy 15 (+46), Damage +15L (+46), Def 54, Speed 5 Unarmed, Light: Accuracy 17 (+46), Damage +12L (+46), Def 55, Speed 4
Other Notes: Babe Ruth’s baseball bat has the following stats: Accuracy +2, Damage +5B, Parry DV +1, Speed 3. His ring grants him +5 dice bonus on all athletic rolls. Babe Ruth’s Sanctum is the Arena.
BENJAMIN FRANKLIN aka None Known Title(s): None As one of the Founding Fathers of the United States of America, Benjamin Franklin was a noted polymath, knowledgeable in many subjects. He invented the lightning rod, bifocals, the Franklin stove, a carriage odometer, and the glass 'armonica'. He formed the first public lending library and the first fire department. He has been an author and printer, satirist, political theorist, politician, scientist, inventor, civic activist, statesman, and diplomat. Benjamin Franklin also served as the sixth President of Pennsylvania. He signed both the Declaration of Independence and the Constitution and his face now adorns the $100 bill, which is called the “Benjamin” or “Franklin” in slang. Benjamin Franklin still actively writes and invents and serves as a diplomat to other Pantheons. He could have been the new leader of The Yankee Pantheon, but chose to continue spending time on his various projects. In Modern Times, he has been a political activist, author, and inventor. It is what he has done before. It is what he will continue to do. Benjamin Franklin’s Scions are highly intelligent individuals who see nothing wrong with trying to change the way things are done. They are usually polymaths like their father. Some dabble in various subjects, while others spend an exorbitant amount of time on one project or another. Whether dabbling or not, his Scions are apt to invent or change something that benefits the world at large. Associated Powers: Epic Charisma, Epic Intelligence, Epic Wits, Justice, Liberty, Mystery, Sky Abilities: Academics, Art, Craft, Investigation, Politics, Science Rivals: Athena, Brahma, Dian Cécht, Fuxi, Ganesha, Huang Di, Isis, Odin, Ogma, Quetzalcoatl, Shango, Thoth Role: God of Science & Enlightenment, Patron of Inventors Attributes: Str 4, Dex 7, Sta 8, Cha 11, Man 7, App 5, Per 10, Int 11, Wits 11 Virtues: Conviction 5, Endurance 3, Expression 4, Loyalty 5 Abilities: Academics 5, Art (music) 5, Art (writing) 5, Awareness 4, Command 5, Craft (printing) 5, Integrity 5, Investigation 5, Marksmanship 3, Politics 5, Presence 3, Science (engineering) 5, Science (physics) 5, Science (social) 5 Supernatural Powers: Avatars: The Arbiter, The Storm, The Wyrd Boons: Break the Strands of Fate, Cloud Body, Cloud Sculptor, Counterspell, Create Air, Divine Enforcement, Divine Threnody, Dream Wrack, Fate Can't Catch Me, Fate Unbound, Guilt Apparitions, Guilt of the Damned, Judgment,
Levin Fury, Movement Undeterred, My Mind is My Own, Mystery 10, Overworld Judgment, Psychic Prison, Sanctify Oath, Scarlet Letter, Shield of Righteousness, Shuck Mental Bonds, Sky's Grace, Slippery as an Eel, Star Chamber, Stepping Lightly, Storm Augmentation, Sympathy Pains, The Ties That Unbind, Tornado Tamer, Weather Husbandry, Weather Witch, Wind Grapple, Wind's Freedom, Your Mind is Your Own Epic Attributes: Epic Appearance 1 (Detail Variation, My Eyes Are Up Here), Epic Charisma 10 (all Knacks), Epic Dexterity 2 (Microscopic Precision, Omnidexterity, Photographic Penmanship), Epic Intelligence 10 (all Knacks), Epic Perception 7 (all Knacks), Epic Strength 1 (Titanium Tools), Epic Stamina 4 (Damage Conversion, Divine Damage Conversion, Holy Fortitude, Regeneration, Self-Healing), Epic Wits 10 (all Knacks) Ultimate Attributes: Ultimate Charisma, Ultimate Intelligence, Ultimate Wits Birthrights: Avatar 5, Relic 2 (Pocket Watch – Unique Power), Relic 2 (Quill Pen – Justice, Unique Power), Relic 3 (Eyeglasses – Mystery, Unique Power), Relic 3 (iron key – Sky, Unique Power), Sanctum 5 Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 15 (+46) Dodge DV: 14 Soak: 15B/11L/4A Health Levels: -0 x 16/Incap Attacks: Clinch: Accuracy 7, Damage +5B (+1), Def --, Speed 6 Unarmed, Heavy: Accuracy 6, Damage +8B (+1), Def 6, Speed 5 Unarmed, Light: Accuracy 8, Damage +5B (+1), Def 7, Speed 4 Other Notes: Benjamin Franklin’s eyeglasses serve as a Birthright item for the Mystery Purview. It also allows him to add his Legend rating to any Intelligence-based rolls. His iron key allows him to access the Sky Purview and also allows him to use Levin Fury at a 1 Legend cost per bolt. Benjamin Franklin’s quill pen grants him access to the Justice Purview and allows him to continue to write without touching it. His pocket watch grants him a +2 to his DVs.
BILLY THE KID aka Henry McCarty, Henry Antrim, William H. Bonney Title(s): None Billy the Kid learned about his divine roots in the early 1880s when he was killed by Sheriff Pat Garrett, who later spread Billy’s legend by authoring a book about him. As a child of the Morrigan, Billy caused chaos and death throughout the Midwest under various disguises to hide the truth that he was still alive. Personable and pleasant to look at, he was popular with both men and women. Quick, he was hard to beat as a gunman. In Modern times, Billy wears fashionable clothing along with either his unadorned sombrero or a simple black hat. Quick of wit, Billy makes friends—
and enemies—wherever he goes. And wherever he is, chaos and death are sure to reign. He has been a weapons dealer, a mob thug, and a serial killer. Billy’s Scions can be found in any strata of society. They are usually personable and well-liked, “neat” dressers, quick of wit, but quick to temper as well. Although chaos may not follow them everywhere, death will. Associated Powers: Epic Dexterity, Epic Wits, Chaos, Darkness, Death, Liberty, War Abilities: Brawl, Fortitude, Larceny, Marksmanship, Stealth, Survival Rivals: Wyatt Earp; Ares, Baron Samedi, Hades, Huitzilopochtli, Kali, Loki, Set, Susano-o, The Morrigan, Yanluo Role: God of Outlaws, Death, and Fear Attributes: Str 9, Dex 11, Sta 10, Cha 9, Man 5, App 7, Per 9, Int 6, Wits 11 Virtues: Conviction 5, Endurance 5, Expression 2, Loyalty 3 Abilities: Athletics 3, Awareness 5, Brawl 5, Control (motorcycle) 3, Fortitude 5, Larceny 5, Marksmanship 5, Melee 3, Occult 2, Presence 2, Stealth 5, Survival 5 Supernatural Powers: Avatars: The General, The Reaper, The Void Boons: Absorb Light, Afraid of the Dark, Army of One, Battle Cry, Battle Map, Blessing of Ammunition, Blessing of Bravery, Break the Strands of Fate, Colossus Armor, Counterspell, Crawling Chaos, Death of the Soul, Death Senses, Delay Rot, Eclipse, Euthanasia, Exorcism, Eye of the Storm, Fate Can't Catch Me, Fate Unbound, Flamin’ Bullets, Follower Army, Fury of War, Ghost Control, Haunted Mists, Hornet's Nest, Insanity, Instant Riot, Labyrinthine, Morale Failure, Mortal Stroke, Mother's Touch, Movement Undeterred, My Mind is My Own, Night Eyes, Open Underworld Portal, Oubliette, Paralyzing Confusion, Prophecy 3, Recurring Distraction, Rìastrad, Sabot, Shadow Bodies, Shadow Craft, Shadow Mask, Shadow Refuge, Shadow Shroud, Shadow Step, Shuck Fate, Shuck Mental Bonds, Siege Juggernaut, Slippery as an Eel, Stepping Lightly, Strike Blind, Strike Dead/Deny Death, Summon Ghost, Surreal Draft, The Ties That Unbind, Unintended Purpose, Unlikely Pattern, Unquiet Corpse, Warrior Ideal, Your Mind is Your Own Epic Attributes: Epic Appearance 2 (Detail Variation, My Eyes Are Up Here, Tailor Made), Epic Charisma 7 (all Knacks), Epic Dexterity 10 (all Knacks), Epic Perception 5 (Environmental Awareness, Parallel Attention, Perfect Pitch, Subliminal Warning, Telescopic Senses), Epic Stamina 7 (all Knacks), Epic Strength 4 (Crushing Grip, Divine Wrath, Holy Rampage, Knockback Attack), Epic Wits 10 (all Knacks) Ultimate Attributes: Ultimate Dexterity, Ultimate Wits Birthrights: Avatar, Creature 5 (flock of vultures), Followers 5 (outlaw zombies) Relic 5 (Peacemaker – Chaos, Death, War, Item Enhancement), Relic 2 (vulture belt buckle – Animal [vulture], Birthright Connection), Relic 2 (sombrero – Unique Powers) Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 16 (+46) Dodge DV: 59 Soak: 32B/27L/7A
Health Levels: -0 x 31/Incap Attacks: Remington: Accuracy 19 (+46), Damage +8L, Parry DV --, Speed 6, Tag P, Range 200’, Clip 4 Peacemaker: Accuracy 18 (+46), Damage +7L, Parry DV --, Speed 5, Tag P, Range 20’, Clip 6 Knife: Accuracy 15 (+46), Damage +12L (+7), Parry DV 53, Speed 4 Clinch: Accuracy 16 (+46), Damage +9L (+7), Def --, Speed 6 Unarmed, Heavy: Accuracy 15 (+46), Damage +12L (+7), Def 0, Speed 5 Unarmed, Light: Accuracy 17 (+46), Damage +9LA (+7), Def 2, Speed 4 Other Notes: Billy’s Peacemaker is his Birthright item for the Chaos, Death, and War Purviews. It has the following traits: Accuracy +2, Damage +6L, Parry DV --, Speed 5, Tag P, Range 20’, Clip 6. His vulture belt buckles grants him access to the Animal [vulture] Purview and allows him to call his flock of vultures. His plain sombrero allows him to call his outlaw zombies by throwing it on the ground and yelling some Wild West outlaw saying. The relic also allows him to regenerate his zombies. Note that Billy does not have a Birthright item to access Fire and Prophecy Purviews. Thus, Billy’s Legend is considered one dot lower for those Boons purposes.
BUFFALO BILL aka William Frederick Cody Title(s): None William Frederick Cody was born in the Midwest (Iowa Territory) and was a US Army scout, bison hunter, and showman. He also claimed to have worked as a trapper, bullwhacker, “Fifty-Niner” in Colorado, a Pony Express rider, wagonmaster, stagecoach driver, and hotel manager. He was most famous for his Wild West shows. At the turn of the 20th century, Buffalo Bill was said to have been the most recognizable celebrity on earth. Buffalo Bill did not find out about his heritage until he had already begun his Wild West shows. Buffalo Bill never thought he fit the image of Loki’s spawn, but saw the use in his gifts. Although the days and the glory of the Wild West shows are long gone, Buffalo Bill still likes to put on a show. He has worked for The Ringling Bros. and Barnum & Bailey Circus and on stage as a magician. His shows always contain an element of the Old West, even if the horses are now motorcycles. Buffalo Bill’s Scions tend to flit from job to job, happy to be doing something different every day. If they find a career wherein they are the center of attention, it makes them even happier. His Scions run the gamut of ranch owners to glam rockers. Associated Powers: Epic Intelligence, Epic Manipulation, Epic Wits, Illusion, Liberty, Magic Abilities: Brawl, Control, Larceny, Marksmanship, Stealth, Survival Rivals: Bragi, Hermes, Kalfu, Loki, Manannán mac Lir, Sun Wukong, Tezcatlipoca Role: God of Performance, Patron of Showmen Attributes: Str 7, Dex 9, Sta 7, Cha 10, Man 11, App 7, Per 8, Int 11, Wits 11 Virtues: Conviction 5, Endurance 3, Expression 5, Loyalty 4 Abilities: Animal Ken 4, Athletics 5, Awareness 3, Brawl 5, Control (motorcycle) 5, Control (horse) 5, Fortitude 3, Larceny 5, Marksmanship 5, Occult 3, Stealth 5, Survival 5, Thrown 5 Supernatural Powers: Avatars: The Trickster, The Wyrd Boons: Animal Aspect, Animal Command, Animal Communication, Animal Feature, Animal Form, Break the Strands of Fate, Counterspell, Create Animal, Dreamcraft, Dreamworld, Eye of the Storm, False Pretenses, Fantastic Vista, Fate Can't Catch Me, Fate Unbound, Fool's Gold, Hidden Name, Hornet’s Nest, Loaned Identity, Magic 10, Movement Undeterred, My Mind is My Own, Recurring Distraction, Ride Animal, Shuck Mental Bonds, Slippery as an Eel, Stepping Lightly, Stolen Face, The Best Trick, The Subtle Knife, The Ties That Unbind, Your Mind is Your Own Spells: all listed, plus more
Epic Attributes: Epic Appearance 3 (Center of Attention, Doin’ Fine, Lasting Impression, Perfect Actor), Epic Charisma 7 (all Knacks), Epic Dexterity 5 (Escape Artist, Omnidexterity, Ricochet Symphony, Trick Shooter, Shot to the Heart), Epic Intelligence 10 (all Knacks), Epic Manipulation 10 (all Knacks), Epic Perception 3 (Predatory Focus, Subliminal Warning, Telescopic Senses), Epic Strength 3 (Crushing Grip, Holy Bound, Hurl to the Horizon, Making it Look Easy), Epic Stamina 3 (Damage Conversion, Divine Damage Conversion, Regeneration, Self-Healing), Epic Wits 10 (all Knacks) Ultimate Attributes: Ultimate Intelligence, Ultimate Manipulation, Ultimate Wits Birthrights: Avatar 3, Followers 5 (cowboys, Indians, etc.), Relic 3 (TenGallon Hat – Illusion, Magic, Unique Power), Relic 3 (Horse Head Belt Buckle – Animal [horse], Unique Powers), Sanctum 1 Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 14 (+46) Dodge DV: 24 Soak: 11B/8L/3A Health Levels: -0 x 8/-1/Incap Attacks: Remington: Accuracy 17 (+11), Damage +8L, Parry DV --, Speed 6, Range 200’, Tag Piercing Knife (thrown): Accuracy 14 (+11), Damage +10L (+4), Parry DV --, Speed 4 Knife (melee): Accuracy 14 (+11), Damage +10L (+4), Parry DV 18, Speed 4 Clinch: Accuracy 14 (+11), Damage +8B/L (+4), Def --, Speed 6 Unarmed, Heavy: Accuracy 13 (+11), Damage +11B (+4), Def 18, Speed 5 Unarmed, Light: Accuracy 15 (+11), Damage +8B (+4), Def 19, Speed 4 Other Notes: Buffalo Bill’s Ten-Gallon Hat serves as a Birthright item for the Illusion and Magic Purviews. The hat also allows him to use The Stolen Face without expending the point of Willpower, but only to create a generic appearance not a specific one. His horse-head belt buckle is a sterling silver belt buckle that allows him access to the Animal [horse] Purview. It also allows him to mimic the Lightning Sprinter Knack and provides a +1 DV bonus. His followers are cowboys, Indians, and other individuals associated with his old Wild West shows. Note that Buffalo Bill does not have a Birthright item to access the Chaos Purview. Thus, Buffalo Bill’s Legend is considered one dot lower for those Boons purposes.
CLARA BARTON aka Clarissa Harlowe Barton Title(s): The Angel of the Battlefield As a daughter of Apollo, Clara Barton began her love of medicine at eleven years old when her brother fell from the rafters of an unfinished barn. After the First Battle of Bull Run, she established an agency to obtain
and distribute supplies to wounded soldiers. That same year, she gained permission to travel behind the lines, reaching some of the grimmest battlefields. When she traveled overseas, she became involved in the International Committee of the Red Cross and succeeded in opening a chapter in the United States. In Modern Times, Clara travels around the world providing aid to all nations during times of need. She helped the victims of the World Trade Center on 9/11, the 2004 Indonesian Tsunami, and Hurricane Katrina. She has been a nurse, doctor, and teacher. She usually appears as a pretty middleaged woman dressed in hospital garb. Clara’s Scions similarly found their interest in helping people at an early age. They are warm, kind, and generous people who can’t help but bring home strays. They have been candy stripers, nurses, doctors, teachers, combat medics, and, of course, Red Cross workers. Associated Powers: Epic Charisma, Epic Wits, Health, Liberty, Mystery, Sun Abilities: Academics, Empathy, Integrity, Investigation, Medicine, Presence Rivals: Amaterasu, Apollo, Asklepios, Damballa, Dian Cécht, Freya, Freyr, Fuxi, Isis, Quetzalcoatl, Surya, Tezcatlipoca Role: Goddess of Medicine Attributes: Str 7, Dex 9, Sta 10, Cha 11, Man 6, App 6, Per 8, Int 10, Wits 11 Virtues: Conviction 5, Endurance 5, Expression 3, Loyalty 4 Abilities: Academics 5, Awareness 5, Athletics 2, Brawl 2, Command 3, Control (automobiles), Empathy 5, Fortitude 3, Integrity 5, Investigation 5, Marksmanship 3, Medicine 5, Melee 2, Presence 5, Science (biology) Supernatural Powers: Avatars: The Glory, The Savior, The Wyrd Boons: Antidote, Assess Health, Bleach, Blessing of Health, Bolster, Break the Strands of Fate, Burn, Control Aging, Counterspell, Cradlesong, Cure, Divine Radiance, Fate Can't Catch Me, Fate Unbound, Flare Missile, Fusion, Heal, Heavenly Flare, Holy Font, Human Clay, Human Hybrid, Inexorable Gravity, Life-Giving Rays, Movement Undeterred, My Mind is My Own, Mystery 10, Penetrating Glare, Prophecy 3, Restore, Shuck Mental Bonds, Slippery as an Eel, Solar Crown, Solar Prominence, Stepping Lightly, Sun Chariot, The Ties That Unbind, Virility/Muliebrity, Your Mind is Your Own Epic Attributes: Epic Appearance 1 (Doin’ Fine), Epic Charisma 10 (all Knacks), Epic Dexterity 4 (Cat’s Grace, Fast as Thought, Lightning Sprinter, Microscopic Precision), Epic Intelligence 7 (all Knacks), Epic Perception 4 (Clairvoyance, Hear Prayers, Perfect Pitch, Telescopic Senses), Epic Stamina 7 (all Knacks), Epic Strength 2 (Holy Bound, Uplifting Might), Epic Wits 10 (all Knacks) Ultimate Attributes: Ultimate Charisma, Ultimate Wits Birthrights: Avatar 5, Relic 5 (Red Cross Pendant – Health, Mystery), Relic 5 (Gold Harp Bracelet – Prophecy, Sun, Unique Power), Sanctum 3 Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 16 (+46)
Dodge DV: 22 Soak: 32B/27L/7A Health Levels: -0 x 31/Incap Attacks: Clinch: Accuracy 11 (+7), Damage +8B (+2), Def --, Speed 6 Unarmed, Heavy: Accuracy 10 (+7), Damage +11B (+2), Def 13, Speed 5 Unarmed, Light: Accuracy 12 (+7), Damage +8B (+2), Def 14, Speed 4 Other Notes: Clara Barton’s Red Cross pendant serves as her Birthright item for the Health and Mystery Purviews and grants her +3 dice bonus dice on all Medicine rolls. Her gold harp bracelet allows her to access the Prophecy and Sun Purviews and grants her +3 bonus dice to DV. Clara’s Sanctum is the Hospital.
COLUMBIA aka Lady Liberty, The Spirit of America
Note: The below description of Columbia was taken from Scion Companion and modified to fit The Yankee Pantheon and current times. Sister to Britannia and Marianne, Columbia is one of the daughters Athena charged with redefining mortal government. Named after the explorer Christopher Columbus, Columbia is the most pioneering of her sisters, preferring to stay on the move and always seeking something new. She is a patron of travelers and a protector of immigrants. When the nation was young, she traveled with Lewis and Clark on their expedition to the Pacific coast, and then returned to draw families out along the Oregon Trail. She can be extremely aggressive in her pursuits, and often overlooks how pressing for the future carries a human toll in the present. In the final analysis, her long-term gambles have paid off, and the optimism she imparts has driven many people to achieve dreams they never thought possible. Columbia had seized the opportunities provided by the World War II to explore far-ranging corners of the World and the Overworld. She had travelled as a diplomat to Ville au Camp and Tír na nÓg, stationed troops at Iteru and the Palace of the Jade Emperor and led the invasion force to Mount Olympus. After the war, she continued to travel as a diplomat. Wherever she travels, she goes with her eyes open, drinking in the new cultures and new ideas and always eager to find where she might go next. Columbia’s Scions lust for travel and adventure. They tend to take positions in the military or any other organization which can send them out around the world. They join the State Department as ambassadors to both friendly and enemy nations. More than a few are officers aboard aircraft carriers and troop transports that move through distant waters. They express unbridled optimism, but they are neither naive nor unprepared, as their past adventures have equipped them well for anything the future will bring. Associated Powers: Epic Charisma, Epic Perception, Guardian, Liberty, Psychopomp Abilities: Awareness, Control, Fortitude, Investigation, Science, Survival Rivals: Amaterasu, Britannia, Freya, Susano-o
DAVY CROCKETT aka David Stern Crockett Title(s): King of the Wild Frontier Davy Crockett, child of Lugh, was a frontiersman, soldier, and politician. His early years were not easy. Although he saw much travel and adventure, the years were filled with hardship. As a politician, Davy Crockett represented Tennessee in the U.S. House of Representatives. He once bragged: "I'm that same David Crockett, fresh from the backwoods, half-horse, half-alligator, a little touched with the snapping turtle; can wade the Mississippi, leap the Ohio, ride upon a streak of lightning, and slip without a scratch down a honey locust [tree]." As a soldier, he served in the Texas Revolution. Most assumed he died at the Battle of the Alamo. In Modern times, Davy still refuses to be called anything but David when addressed by those who know him. He usually appears as a handsome young man with clothes matching his current profession. He has been a survivalist, exploration guide, soldier, and politician. Davy’s Scions are hardy outdoorsmen with a love for adventure. They tend to be scientists boating down the Amazon, survivalists on some unknown island, or a soldier serving in a Third World Country. A few of his Scions are politicians. Associated Powers: Epic Charisma, Epic Stamina, Epic Wits, Animal (dog), Liberty, Sky, War Abilities: Athletics, Integrity, Marksmanship, Melee, Politics, Survival Rivals: Amelia Earhart, Columbia; Gwidion, Lugh, Neith, Uller Role: God of Exploration & Hunting Attributes: Str 7, Dex 8, Sta 11, Cha 11, Man 9, App 7, Per 9, Int 8, Wits 11 Virtues: Conviction 5, Endurance 5, Expression 5, Loyalty 4 Abilities: Academics 1, Animal Ken 3, Athletics 5, Awareness 4, Brawl 3, Command 2, Control (auto) 2, Fortitude 4, Integrity 5, Marksmanship 5, Medicine 2, Melee 5, Occult 2, Politics 5, Stealth 3, Survival 5, Thrown 4 Supernatural Powers: Avatars: The Beast, The General, The Storm Boons: Animal Aspect, Animal Command, Animal Communication, Animal Feature, Animal Form, Army of One, Battle Cry, Battle Map, Blessing of Ammunition, Blessing of Bravery, Break the Strands of Fate, Cloud Body, Cloud Sculptor, Colossus Armor, Counterspell, Create Air, Create Animal, Divine Threnody, Epic Enhancement, Fate Can't Catch Me, Fate Unbound, Fire Immunity, Follower Army, Frost Immunity, Fury of War, Hybrid Chimera, Levin Fury, Morale Failure, Mortal Stroke, Movement Undeterred, My Mind is My Own, Night Eyes, Potability, Protean Understanding, Rìastrad, Ride Animal, Shuck Mental Bonds, Siege Juggernaut, Sky's Grace, Slippery as an Eel, Stepping Lightly, Storm Augmentation, Surreal Draft, The Ties That Unbind, Tornado Tamer, Unerring Orientation, Warrior Ideal, Weather Husbandry, Weather Witch, Wind Grapple, Wind's Freedom, Your Mind is Your Own
Epic Attributes: Epic Appearance 3 (Doin’ Fine, Game Face, Perfect Actor), Epic Charisma 10 (all Knacks), Epic Dexterity 5 (Cat’s Grace, Escape Artist, Lightning Sprinter, Monkey Climber, Trick Shooter), Epic Manipulation 3 (Advantageous Circumstance, Blurt it Out, God’s Honest), Epic Perception 3 (Predatory Focus, Supernal Hunter, Telescopic Senses), Epic Stamina 10 (all Knacks), Epic Strength 2 (Divine Bound, Holy Bound), Epic Wits 10 (all Knacks) Ultimate Attributes: Ultimate Charisma, Ultimate Stamina, Ultimate Wits Birthrights: Avatar 5, Relic 2 (Fur Hat – Animal [dog], Birthright Connection), Relic 5 (Coonskin leather outfit – Item Enhancements), Relic 3 (Remington – Sky, War, Item Enhancement), Creature 2 (Lucky, large dog), Sanctum 2 Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 15 (+46) Dodge DV: 24 Soak: 57B/52L/10A Health Levels: -0 x 54/Incap Attacks: Remington: Accuracy 16 (+11), Damage +8L, Parry DV --, Speed 6, Range 400’, Tag P, Clip 4. Clinch: Accuracy 11 (+11), Damage +8B (+2), Def --, Speed 6 Unarmed, Heavy: Accuracy 10 (+11), Damage +11B (+2), Def 17, Speed 5 Unarmed, Light: Accuracy 12 (+11), Damage +8B (+2), Def 18, Speed 4 Other Notes: Davy Crockett’s fur hat serves as a Birthright item for the Animal [dog] Purview as well as his Birthright Connection to Lucky, his large, mixed breed dog. Davy’s coonskin jacket & pants grants him a +3B/L and +2A soak bonus. His Remington serves as his Birthright item for the Sky and War Purviews and has the following stats: Accuracy +3, Damage +7L, Parry DV --, Speed 6, Range 400’, Tag P, Clip 4. Note that Davy Crockett does not have a Birthright item to access the Darkness, Fire, Frost, Psychopomp and Water Purviews. Thus, Davy Crockett’s Legend is considered one dot lower for those Boons purposes.
ELVIS aka Elvis (Aaron) Presley Title(s): The King of Rock ‘n’ Roll One of the first performers of “rockabilly”, Elvis became a household name in the late 50s up until his “death” in 1977. He had been accused of stealing the black man’s music. He even had an FBI file that stated he was a “definite danger to the security of the United States” due to his controversial movements on stage. Elvis was also a talented actor. Like his father, Baldur, he was doomed to an early and unpleasant death. Thirty-two years after his death he is still popular, especially with women. Although there are many Elvis impersonators in the States, some of
them are actually him. He has been a musician, an Elvis impersonator, a simple enlisted man, and an actor, all in various disguises. Elvis’s Scions are undeniably sexy and very photogenic, just like their father. Most of them, however, are surprising shy around the opposite sex. His Scions tend to gravitate toward careers in entertainment or modeling. They also tend toward flamboyant clothing. Elvis also adopts Scions with promising musical careers. Associated Powers: Epic Appearance, Epic Charisma, Guardian, Illusion, Liberty, Sun Abilities: Art, Brawl, Empathy, Integrity, Marksmanship, Presence Rivals: Amaterasu, Aphrodite, Apollo, Aengus, Baldur, Bes, Bragi, Brahma, Erzulie, Hathor, Rhiannon Role: God of Music, Dance, & Controversy Attributes: Str 7, Dex 10, Sta 8, Cha 11, Man 4, App 11, Per 9, Int 6, Wits 7 Virtues: Conviction 3, Endurance 3, Expression 5, Loyalty 5 Abilities: Academics 2, Art (acting) 5, Art (dancing) 5, Art (music) 5, Athletics 3, Awareness 4, Brawl 5, Empathy 5, Fortitude 3, Integrity 5, Marksmanship 5, Medicine 2, Melee 2, Occult 3, Presence 5, Science 2, Survival 2 Supernatural Powers: Avatars: The Glory, The Sentinel, The Trickster Boons: Aegis, Appropriated Vigil, Bleach, Break the Strands of Fate, Burn, Come Running, Confer Immunity, Confer Knack, Counterspell, Divine Radiance, Divine Resolve, Dreamcraft, Dreamworld, False Pretenses, Fantastic Vista, Fate Can't Catch Me, Fate Unbound, Flare Missile, Fool's Gold, Fusion, Heavenly Flare, Hidden Name, I Say Thee, Nay, Inexorable Gravity, Life-Giving Rays, Loaned Identity, Movement Undeterred, My Mind is My Own, Penetrating Glare, Salvation Sacrifice, Shuck Mental Bonds, Slippery as an Eel, Solar Crown, Solar Prominence, Stepping Lightly, Stolen Face, Sun Chariot, The Best Trick, The Subtle Knife, The Ties That Unbind, Unseen Shield, Vigil Brand, Ward, Warning Line, Watcher at the Threshold, Your Mind is Your Own Epic Attributes: Epic Appearance 10 (all appropriate Knacks), Epic Charisma 10 (all Knacks), Epic Dexterity 7 (all Knacks), Epic Intelligence 1 (Telepathy), Epic Perception 4 (Hear Prayers, Perfect Pitch, Refined Palate, Sense Fatebound, Unfailing Recognition), Epic Strength 1 (Holy Bound), Epic Stamina 4 (Damage Conversion, Divine Damage Conversion, Raise Your Glass, Regeneration, Self-Healing), Epic Wits 3 (Meditative Focus, Perfect Imposter, Rabbit Reflexes, Social Chameleon) Ultimate Attributes: Ultimate Appearance, Ultimate Charisma Birthrights: Avatar 5, Relic 5 (American Eagle Rhinestone Shirt – Guardian, Illusion, Sun, Unique Power), Relic 5 (FIE Derringer – Item Enhancements), Sanctum 1 Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 11 (+4) Dodge DV: 35 Soak: 17B/13L/7A
Health Levels: -0 x 13/Incap Attacks: FIE Derringer: Accuracy 17 (+22), Damage +6L, Parry DV --, Speed 3, Range 20’, Tag P Clinch: Accuracy 15 (+22), Damage +8B (+1), Def --, Speed 6 Unarmed, Heavy: Accuracy 14 (+22), Damage +11B (+1), Def 30, Speed 5 Unarmed, Light: Accuracy 16 (+22), Damage +8B (+1), Def 31, Speed 4 Other Notes: Elvis’s American Eagle Rhinestone Shirt serves as his Birthright item for the Guardian, Illusion, and Sun Purviews. It also provides him with a +2B/+2L soak bonus. His FIE Derringer has the following traits: Accuracy +2, Damage +5L, Speed 3, 20’.
GEORGE WASHINGTON aka None Title(s): Father of His Country George Washington, a Scion of Uncle Sam, was born into landed gentry. He began his surveying career at the age of 16. Four years or so later, he began his military career as a major. Only two years into his military career he earned the title of Colonel. However, later that same year he resigned his commission. A year later, he returned to military service, resigning again four years later. Due to his military training, he became head of the Whig party. In 1775, after the bloodshed of Concord and Lexington, he was appointed Commander-in-Chief of the Continental Army. He eventually presided over the Continental Congress, which became a success due to his presence, and he was unanimously chosen as the first President. During his two terms in office, Washington strengthened governmental authority, fostered U.S. interests by treaties with Britain and Spain, suppressed the Whiskey Rebellion, and laid the cornerstone of the Capitol. In Modern Times, George Washington has been the planner and strategist in the ongoing war with the Titans. Although he would love to just settle down somewhere and be a farmer, he feels it is his duty to be the war general and protector of the Yankee Pantheon. Washington has been an army General, a diplomat, and, when he can, a simple farmer. Washington’s Scions all have the belief that duty to their country is their utmost concern. They have been soldiers, Secret Service and CIA agents, and National Reserves. They are usually prized for their intelligence and their ability to garner information from even the most reluctant of sources. Associated Powers: Epic Charisma, Epic Intelligence, Guardian, Justice, Liberty, War Abilities: Command, Fortitude, Integrity, Melee, Politics, Presence Rivals: Ares, Athena, Guan Yu, Hachiman, Horus, Nuada, Odin, Quetzalcoatl, Set, Shango, Tyr, Vishnu
Role: God of war, strategy, and planning Attributes: Str 7, Dex 8, Sta 9, Cha 11, Man 7, App 7, Per 8, Int 11, Wits 7 Virtues: Duty 5, Endurance 4, Expression 3, Loyalty 5 Abilities: Academics 3, Athletics 3, Awareness 4, Brawl 3, Command 5, Control 2, Fortitude 5, Integrity 5, Investigation 3, Marksmanship 3, Melee 5, Politics 5, Presence 5, Science (agriculture) 3, Survival 3 Supernatural Powers: Avatars: The Arbiter, The General, The Sentinel Boons: Accelerate Growth, Aegis, Appropriated Vigil, Army of One, Battle Cry, Battle Map, Blessing of Ammunition, Bless/Blight, Blessing of Bravery, Break the Strands of Fate, Cleanse, Colossus Armor, Come Running, Confer Immunity, Confer Knack, Counterspell, Divine Enforcement, Divine Resolve, Dream Wrack, Fate Can't Catch Me, Fate Unbound, Follower Army, Fury of War, Green Thumb, Guilt Apparitions, Guilt of the Damned, I Say Thee, Nay, Judgment, Morale Failure, Mortal Stroke, Movement Undeterred, My Mind is My Own, Natural Camouflage, Overworld Judgment, Psychic Prison, Rìastrad, Salvation Sacrifice, Sanctify Oath, Scarlet Letter, Shield of Righteousness, Shuck Mental Bonds, Siege Juggernaut, Slippery as an Eel, Star Chamber, Stepping Lightly, Surreal Draft, Sympathy Pains, The Ties That Unbind, Unseen Shield, Vigil Brand, Ward, Warning Line, Warrior Ideal, Watcher at the Threshold, Your Mind is Your Own Epic Attributes: Epic Appearance 1 (Game Face), Epic Charisma 10 (all Knacks), Epic Dexterity 3 (Cat’s Grace, Divine Balance, Omnidexterity, Perfect Partner), Epic Intelligence 10 (all Knacks), Epic Perception 3 (Subliminal Warning, Telescopic Senses, Unfailing Recognition), Epic Stamina 4 (Damage Conversion, Divine Damage Conversion, Regeneration, Self-Healing), Epic Strength 1 (Crushing Grip), Epic Wits 1 (Meditative Focus) Ultimate Attributes: Ultimate Charisma, Ultimate Intelligence Birthrights: Avatar 5, Relic 1 (Apple Seed Ring – Fertility), Relic 5 (Riot Gear – Item Enhancements), Relic 5 (Saber – Guardian, Justice, War, Item Enhancements), Sanctum 2 Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 11 (+1) Dodge DV: 16 Soak: 24B/17L/5A (riot gear +8B/+5L/+1A) Health Levels: -0 x 16/Incap Attacks: Saber: Accuracy +15 (+4), Damage +12L (+1), Parry DV 14, Speed 3 Clinch: Accuracy 11 (+4), Damage +8B/L (+1), Def --, Speed 6 Unarmed, Heavy: Accuracy 10 (+4), Damage +11B (+1), Def 10, Speed 5 Unarmed, Light: Accuracy 12 (+4), Damage +8B (+1), Def 11, Speed 4 Other Notes: Washington’s saber serves as his Birthright item for the Guardian, Justice, and War Purviews, and has the following stats: Accuracy +2, Damage +4L, Parry DV +1, Speed 3. His riot gear grants him a +1A soak and has no penalties for movement or fatigue. Washington wears a gold ring which contains an apple seed gifted to him by Johnny Appleseed and grants him access to the Fertility Purview. Washington’s Sanctum is Mount Vernon.
JOHNNY APPLESEED aka John Chapman Title(s): None
Note: The below description of Johnny Appleseed was taken from Scion Companion and modified to fit The Yankee Pantheon and current times. Johnny Appleseed is a gentle God who holds all living things in reverence. Tradition has Johnny Appleseed scattering seeds at random, though in fact he carefully cultivated orchards and distributed the trees themselves rather than the seeds, often offering generous terms of credit to perspective buyers or even bartering for mere cornmeal or used clothing. He didn’t seek profit, but instead made it his mission to provide food for the needy and sustainable agriculture for his nation. He remains an itinerant God, following the fruits of his orchard throughout the country and giving advice to pioneers and farmers as he goes. In Modern times, Johnny Appleseed continues to oversee the vast American operations to transform and preserve food as K-rations and mess hall grub, and then to deliver it to the farthest corners of the World, the Overworld and the Underworld. He is also a chief organizer and distributer of food supplies in areas suffering from natural disasters. Johnny Appleseed’s Scions all live off the land in some way. While they do not make the greatest soldiers, they excel at food production. They are farmers, ranchers, veterinarians, doctors, aid workers and preachers. Most are extremely knowledgeable about what it takes to grow food and what it takes to nourish living beings, both physically and spiritually. They tend to be very pious people, very giving of themselves, and are frequently vegetarians. Nothing frustrates them more than the thought of someone going without food, and even if they are starving they will still share their bread. Associated Powers: Epic Charisma, Fertility, Health, Liberty Abilities: Animal Ken, Craft (Farming), Empathy, Medicine, Science, Survival Rivals: Freyr, Hel, Izanagi, Izanami, The Citizen, Tsuki-Yomi, Uncle Sam
MARILYN aka Marilyn Monroe, Norma Jean Mortenson Title(s): None Associated Powers: Epic Appearance, Epic Charisma, Epic Manipulation, *Heart, Liberty Abilities: Art, Command, Empathy, Integrity, Politics, Presence Rivals: Amaterasu, Aphrodite, Aengus, Bastet, Erzulie, Freya, Hathor, Lakshmi, Sif, Tlazoltéotl
Marilyn, born Norma Jean Mortensen, is the daughter of Aphrodite and a Norwegian by the name of Edward Mortenson. Norma became a ward of the State when her adopted mother, Gladys, was sent to a psychiatric institute. Norma was discovered in 1946 while she was working for a munitions company. She changed her name to Marilyn Monoroe and began her career as a model, then moved into acting. She was surrounded by controversy when one of her nude photographs was featured in a calendar. Her last significant performance in the World was when she sang “Happy Birthday, Mr. President” on national television for President John F. Kennedy. Marilyn has had a multitude of impersonators; and like Elvis, some were actually her. Nowadays, Marilyn has been in and out of marriages and has had a number of lovers, both men and women. Many of these affairs have resulted in the birth of a Scion. Occasionally, Marilyn delves into modeling. She has been an off-Broadway actor, nude model, owner of a modeling agency, and a professor of theatrics or art history. Marilyn’s Scions are very sexual individuals. They are notorious for falling in and out of love on a regular basis. Most of them are unable to keep a marriage together as they much prefer variety in their partners. Many of Marilyn’s Scions are wanna-be actors, artists, and models. Others, surprisingly, have very mundane jobs. Role: Goddess of Sexuality Attributes: Str 5, Dex 7, Sta 8, Cha 11, Man 11, App 11, Per 7, Int 10, Wits 9 Virtues: Conviction 5, Endurance 3, Expression 5, Loyalty 4 Abilities: Academics 3, Art (acting) 5, Art (art history), Art (singing) 5, Athletics 3, Awareness 4, Brawl 3, Command 5, Empathy 5, Integrity 5, Investigation 2, Marksmanship 4, Politics 5, Presence 5, Survival 2 Supernatural Powers: Avatars: The Turmoil Boons: *Angels Descend/Hell Rising, Break the Strands of Fate, Counterspell, Fate Can't Catch Me, Fate Unbound, *Heart of Stone, *In Living Color, *Listen to the Heart, Movement Undeterred, My Mind is My Own, *Play the Full Chorus, *Shoulder Angel/Shoulder Devil, Shuck Mental Bonds, Slippery as an Eel, Stepping Lightly, *The Calmed Heart, The Ties That Unbind, *Touch of Impartment, *Tuning the Heart Strings, *Unlocking the Heart, Your Mind is Your Own Epic Attributes: Epic Appearance 10 (all appropriate Knacks), Epic Charisma 10 (all Knacks), Epic Dexterity 4 (Cat’s Grace, Divine Balance, Perfect Partner, Photographic Penmanship), Epic Intelligence 5 (Blockade of Reason, Know-It-All, Perfect Memory, Speed Reader, Telepathy), Epic Manipulation 10 (all Knacks), Epic Perception 1 (Hear Prayers), Epic Strength 1 (Crushing Grip), Epic Stamina 5 (Damage Conversion, Divine Damage Conversion, Holy Fortitude, Regeneration, Self-Healing), Epic Wits 4 (Perfect Imposter, Opening Salvo, Psychic Profiler, Social Chameleon) Ultimate Attributes: Ultimate Appearance, Ultimate Charisma, Ultimate Manipulation Birthrights: Avatar 5, Followers 5 (variety of acting students), Relic 1 (Diamond Necklace - Heart), Relic 4 (Short Bow – Item Enhancements), Sanctum 3 Willpower: 10 Legend: 12 Legend Points: 144
Join Battle: 13 (+7) Dodge DV: 18 Soak: 19B/15L/5A Health Levels: -0 x 20/Incap Attacks: Short Bow: Accuracy 14 (+7), Damage +10L (+1), Def --, Speed 5, Range 30’ Clinch: Accuracy 10 (+7), Damage +6B/L (+1), Def --, Speed 6 Unarmed, Heavy: Accuracy 9 (+7), Damage +9B (+1), Def 16, Speed 5 Unarmed, Light: Accuracy 11 (+7), Damage +6B (+1), Def 17, Speed 4 Other Notes: Marilyn’s Diamond Necklace serves as her Birthright item for the Heart Purview. Her short bow has the following traits: Accuracy +3, Damage +4L, Speed 5, Range 30’.
MARTIN LUTHER KING, JR. aka Title(s): Martin Luther King, son of Shango, was born Michael King, Jr. until his adopted father, Michael King, Sr., changed his name to Martin Luther in honor of German Protestant leader. Martin Luther King was a prominent leader in the African-American civil rights movement. He led the March on Washington and delivered his famous “I Have a Dream” speech. Martin Luther King was the youngest person to receive the Nobel Peace Prize for his work and was posthumously awarded the Presidential Medal of Freedom and the Congressional Gold Medal. Martin Luther King, Jr. Day became a national holiday. Martin Luther King still fights social inequities. He has been an activist, a clergyman, and civil rights lawyer. He usually appears as a handsome, well-dressed African-American male exuding an aura of charm and confidence. He was instrumental in developing the Pantheon’s Purview along with Benjamin Franklin. Martin Luther King’s Scions are charismatic individuals that deeply believe in equality for all. They are clergymen and –women, lawyers, politicians, teachers, and social workers. Although Martin Luther King preached a more non-violent approach, and many of his Scions follow suit, there are those that believe that the only way to fight for equality is with guns and death. Associated Powers: Epic Charisma, Epic Intelligence, Epic Manipulation, Guardian, Justice, Liberty Abilities: Academics, Command, Integrity, Investigation, Politics, Presence Rivals: Ares, Forseti, Horus, Kalfu, Quetzalcoatl Role: God of Justice, Equality, and Human Rights Attributes: Str 6, Dex 7, Sta 7, Cha 11, Man 11, App 9, Per 6, Int 11, Wits 9 Virtues: Conviction 5, Endurance 5, Expression 4, Loyalty 4
Abilities: Academics 5, Athletics 1, Awareness 4, Command 5, Control (auto) 2, Empathy 3, Fortitude 4, Integrity 5, Investigation 5, Occult 2, Politics 5, Presence 5 Supernatural Powers: Avatars: The Arbiter, The Sentinel, The Wyrd Boons: Aegis, Appropriated Vigil, Break the Strands of Fate, Come Running, Confer Immunity, Confer Knack, Counterspell, Divine Enforcement, Divine Resolve, Dream Wrack, Fate Can't Catch Me, Fate Unbound, Guilt Apparitions, Guilt of the Damned, I Say Thee, Nay, Judgment, Movement Undeterred, My Mind is My Own, Overworld Judgment, Psychic Prison, Salvation Sacrifice, Sanctify Oath, Scarlet Letter, Shield of Righteousness, Shuck Mental Bonds, Slippery as an Eel, Star Chamber, Stepping Lightly, Sympathy Pains, The Ties That Unbind, Unseen Shield, Vigil Brand, Ward, Warning Line, Watcher at the Threshold, Your Mind is Your Own Epic Attributes: Epic Appearance 4 (Detail Variation, My Eyes Are Up Here, Serpent’s Gaze, Tailor Made), Epic Charisma 10 (all Knacks), Epic Dexterity 1 (Escape Artist), Epic Intelligence 10 (all Knacks), Epic Manipulation 10 (all Knacks), Epic Perception 1 (Hear Prayers), Epic Strength 1 (Crushing Grip), Epic Stamina 4 (Damage Conversion, Divine Damage Conversion, Regeneration, Self-Healing), Epic Wits 1 (Opening Salvo, Scathing Retort) Ultimate Attributes: Ultimate Charisma, Ultimate Intelligence, Ultimate Manipulation Birthrights: Avatar 5, Followers 5, Relic 5 (Suit Jacket – Item Enhancements), Relic 2 (Gold Ring – Guardian, Justice), Sanctum 1 Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 13 (+1) Dodge DV: 11 Soak: 16B/13L/5A Health Levels: -0 x 16/Incap Attacks: Clinch: Accuracy 7 (+1), Damage +7B/L (+1), Def --, Speed 6 Unarmed, Heavy: Accuracy 6 (+1), Damage +10B (+1), Def 5, Speed 5 Unarmed, Light: Accuracy 8 (+1), Damage +7B (+1), Def 6, Speed 4 Other Notes: Martin Luther King’s gold ring is etched with symbols for justice and serves as a Birthright item for the Guardian and Justice Purviews. His suit jacket grants him a +2B/+2L/+1A soak bonus. Martin Luther King’s followers consist of various civil rights activists.
TAMMANY aka Tamanend, Patron Saint of America, King Tammany, Saint Tammany Chief of a clan of the Lenni-Lenape, Tamanend was the child of Kishelemukong, the Creator. As a lover of peace and friendship, he played an important role establishing peace between clans and settlers. He announced that the Lenni-Lenape and the colonists would "live in peace as long
as the waters run in the rivers and creeks and as long as the stars and moon endure." In modern times, Tammany appears as a wise, older Native American male dressed in modern, comfortable clothing. He has been an arbiter, diplomat, and shaman. He promotes peace and friendship wherever he is and attempts to arbitrate disputes amicably. Tammany’s Scions are thoughtful people with passive tendencies. They make and keep friends easily and most people find them genial. Many Scions can be found at the head of a peaceful protest, usually against war. Some Scions become lawyers in hopes of preventing violence between rival parties. Divorce lawyers are a common theme. Associated Powers: Epic Charisma, Epic Intelligence, Epic Wits, Guardian, Liberty Favored Attributes: Awareness, Command, Empathy, Integrity, Occult, Politics Rivals: None Role: God of Peace & Friendship Attributes: Str 7, Dex 7, Sta 8, Cha 11, Man 10, App 7, Per 9, Int 11, Wits 11 Virtues: Conviction 5, Endurance 3, Expression 4, Loyalty 5 Abilities: Animal Ken 3, Athletics 3, Awareness 5, Brawl 2, Command 5, Empathy 5, Integrity 5, Investigation 4, Medicine 4, Melee 3, Occult 5, Politics 5, Presence 3, Thrown 3 Supernatural Powers: Avatars: The Sentinel Boons: Aegis, Appropriated Vigil, Break the Strands of Fate, Come Running, Confer Immunity, Confer Knack, Counterspell, Divine Resolve, Fate Can't Catch Me, Fate Unbound, I Say Thee, Nay, Magic 10, Movement Undeterred, My Mind is My Own, Salvation Sacrifice, Shuck Mental Bonds, Slippery as an Eel, Stepping Lightly, The Ties That Unbind, Unseen Shield, Vigil Brand, Ward, Warning Line, Watcher at the Threshold, Your Mind is Your Own Spells: all listed plus many more Epic Attributes: Epic Appearance 1 (Lasting Impression), Epic Charisma 10 (all Knacks), Epic Dexterity 1 (Lightning Sprinter), Epic Intelligence 10 (all Knacks), Epic Manipulation 7 (all Knacks), Epic Perception 2 (Hear Prayers, Scent the Divine), Epic Stamina 4 (Damage Conversion, Divine Damage Conversion, Regeneration, Self-Healing), Epic Strength 1 (Shock Wave), Epic Wits 10 (all Knacks) Ultimate Attributes: Ultimate Charisma, Ultimate Intelligence, Ultimate Wits Birthrights: Avatar 5, Relic 1 (Spear of Peace – Unique Power), Relic 3 (Shield of Guardianship – Guardian), Relic 1 (Medicine Bag – Magic), Followers 5, Sanctum 1 Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 16 (+46) Dodge DV: 12 Soak: 18B/14L/4A (Shield +3B/+3L) Health Levels: -0 x 13/Incap
Weapon/Attack Spear of Peace (melee): Accuracy 11 (+1), Damage +10L (+1), Def 6, Speed 6 Spear of Peace (thrown): Accuracy 11 (+1), Damage +10L (+1), Def --, Speed 6, Range 15’ Clinch: Accuracy 9 (+1), Damage +8B (+1), Def --, Speed 6 Unarmed, Heavy: Accuracy 8 (+1), Damage +11B (+1), Def 5, Speed 5 Unarmed, Light: Accuracy 10 (+1), Damage +8B (+1), Def 6, Speed 4 Notes: Tammany’s Spear of Peace has the same stats as a yaomitl. When Tammany activates its power and pierces someone with the Spear of Peach, his victim suffers no damage but is filled with a sense of peace and goodwill. The piercing leaves no mark. Activation requires Tammany to roll a [Charisma + Presence + Legend] roll opposed by his target’s [Willpower + Integrity + Legend]. This feeling lasts for a number of days equal to the number of successes over the opponent’s roll. Tammany’s Shield of Guardianship serves as a Birthright item for the Guardianship Purview. It also provides a +2B/+2L soak bonus. The beaded medicine bag around his neck serves as a Birthright item for the Magic Purview.
UNCLE SAM aka Brother Jonathan, Yankee Doodle, G. I. Joe
Note: The below description of Uncle Sam was taken from Scion Companion and modified to fit The Yankee Pantheon and current times. Uncle Sam is the elected president of the Yankee Pantheon. He is the quintessential representative of the United States of America. His divine origins are unknown, but he has been around long enough to have been a hero of the Revolutionary War, and he has stated that his parents traveled aboard the Mayflower. He embodies the power and responsibilities that accompany citizenship, and stands as a reminder that freedom isn’t free. At all times he carries a complete copy of the Declaration of Independence and the Constitution of the United States of America. During the recent wars, as with past ones, Uncle Sam works politically to organize and strategize the war effort. His chief role is to remind citizens of their patriotic obligations, especially by encouraging young men to join the ranks of the armed forces. Uncle Sam had never sired Scions until the Vietnam War, perhaps because of his puritanical origins. Uncle Sam is always on the lookout to recruit the best and the brightest for adoption as well. His natural and adopted Scions tend to find their way into leadership roles as brilliant generals in shiny silver helmets, honest and hardworking politicians and sharp field commanders. They are, as a rule, very dedicated and self-sacrificing individuals who are driven to great lengths in the service of their country and who inspire others to do the same. Associated Powers: Epic Intelligence, Epic Manipulation, Animal (Eagle), Guardian, Justice, Liberty, War Abilities: Command, Fortitude, Integrity, Marksmanship, Politics, Presence Rivals: Baldur, Freyr, Loki, Susano-o
WYATT EARP aka Wyatt Berry Stapp Earp Title(s): Best known for the Gunfight at the O.K. Corral (Tombstone, Arizona) and the Earp Vendetta, Wyatt Earp was a child of Tyr and held various jobs such as farmer, teamster, buffalo hunter, officer of the law in various Western frontier towns, gambler, saloon-keeper, miner and boxing referee. In Modern days, Wyatt dresses with a modern Wild West look complete with hat. He prefers to take on roles dealing with the law and has been a police officer, deputy, and sheriff, mostly in small western towns. Other times he likes to go back to his farming roots or own a ranch. Wyatt’s Scions usually have a fascination for the Wild West; and if they don’t already live there, they move there soon after graduating school. They also have an old west attitude of justice and tend to be a bit vengeful in their dealings with criminals. They are usually not above flattening a criminal while attempting to arrest him. Associated Powers: Epic Charisma, Epic Stamina, Epic Strength, Epic Wits, Justice, Liberty, War Abilities: Athletics, Command, Investigation, Marksmanship, Melee, Thrown Rivals: Billy the Kid; Athena, Huitzilopochtli, Loki, Nuada, Set, Shango, Tyr Role: God of American Justice and Western Heroes Attributes: Str 11, Dex 10, Sta 11, Cha 11, Man 6, App 7, Per 8, Int 7, Wits 11 Virtues: Conviction 5, Endurance 4, Vengeance 3, Loyalty 5 Abilities: Animal Ken 2, Athletics 5, Awareness 4, Brawl 5, Command 5, Control (horse) 5, Control (auto) 2, Fortitude 4, Investigation 5, Larceny 3, Marksmanship 5, Melee 5, Occult 2, Politics 3, Presence 2, Stealth 4, Survival 3, Thrown 5 Supernatural Powers: Avatars: The Arbiter, The General Boons: Army of One, Battle Cry, Battle Map, Blessing of Ammunition, Blessing of Bravery, Break the Strands of Fate, Colossus Armor, Counterspell, Divine Enforcement, Dream Wrack, Fate Can't Catch Me, Fate Unbound, Follower Army, Fury of War, Guilt Apparitions, Guilt of the Damned, Judgment, Morale Failure, Mortal Stroke, Movement Undeterred, My Mind is My Own, Overworld Judgment, Psychic Prison, Rìastrad, Sanctify Oath, Scarlet Letter, Shield of Righteousness, Shuck Mental Bonds, Siege Juggernaut, Slippery as an Eel, Star Chamber, Stepping Lightly, Surreal Draft, Sympathy Pains, The Ties That Unbind, Warrior Ideal, Your Mind is Your Own Epic Attributes: Epic Appearance 2 (Compelling Presence, Doin’ Fine, Game Face, Serpent’s Gaze), Epic Charisma 10 (all Knacks), Epic Dexterity 7 (all
Knacks), Epic Perception 3 (Predatory Focus, Subliminal Warning, Telescopic Senses), Epic Stamina 10 (all Knacks), Epic Strength 10 (all Knacks), Epic Wits 10 (all Knacks) Ultimate Attributes: Ultimate Charisma, Ultimate Stamina, Ultimate Strength, Ultimate Wits Birthrights: Avatar 3, Followers 2 (deputies), Followers 5 (police officers), Relic 5 (Cold Buntline Special – Justice, War, Item Enhancements), Relic 2 (Heavy Leather long coat – Item Enhancements), Sanctum 2, Willpower: 10 Legend: 12 Legend Points: 144 Join Battle: 15 (+46) Dodge DV: 36 Soak: 60B/53L/10A (long leather coat +3B/+1L) Health Levels: -0 x 55/Incap Attacks: Colt Buntline Special: Accuracy 18 (+46), Damage +5L, Parry DV --, Speed 4, Tag P, Range 40’, Clip 8 Clinch: Accuracy 15 (+46), Damage +12L (+46), Def --, Speed 6 Unarmed, Heavy: Accuracy 14 (+46), Damage +15B (+46), Def 30, Speed 5 Unarmed, Light: Accuracy 16 (+46), Damage +12B (+46), Def 31, Speed 4 Other Notes: Wyatt’s Buntline Special is his Birthright item for the Justice and War Purviews and has the following stats: Accuracy +3, Damage +4L, Speed 4, Range 40’. Wyatt’s long, heavy leather coat grants him a +3B/+1L soak and has no mobility or fatigue penalties. Wyatt’s twenty-five (25) police officer followers use The Beat Cop template. Wyatt’s five (5) deputy followers use The Seasoned Cop template.
LESSER GODS OF THE YANKEE PANTHEON MICHAEL JACKSON aka None Titles: King of Pop Michael has recently risen to godhood. He once claimed a lightening of the skin to a disease, but the truth was that his skin lightened so much from being a child of the Aztec Sun God, Quetzalcoátl. Soft-spoken and charismatic, Michael never truly grew up. His rise to legend at such a young age was a hindrance to his social and psychological development. He suffered more from a Peter Pan syndrome than anything else. Still, he overcame much, including allegations of child molestation. Fate is not always kind. Once Michael learned of his divine heritage, Elvis approached him as a mentor, which Michael gladly accepted. Michael was once even married to Elvis’s child, Lisa Marie, though she has yet to be awakened to her true heritage. Once Michael rose to godhood, he joined the Yankee Pantheon.
It is yet to be seen how Michael will appear in the World. Michael currently has no Scions and is unlikely to have any natural ones. Adopted Scions are likely to be talented pop singers and those who love children and work to better children’s lives such as pediatricians, social workers, and teachers. Most of them are likely to be soft-spoken and charismatic. Associated Powers: Epic Charisma, Epic Dexterity, Liberty Abilities: Academics, Art, Empathy, Fortitude, Medicine, Presence Rivals: Elvis; Baldur, Bes, Dionysus, Erzulie, Hathor, Idun Role: God of Music, Youth, & Children Attributes: Str 3, Dex 8, Sta 5, Cha 9, Man 3, App 6, Per 4, Int 4, Wits 3 Virtues: Conviction 3, Endurance 2, Expression 5, Loyalty 3 Abilities: Academics 3, Animal Ken 3, Art (dancing) 5, Art (music) 5, Athletics 2, Awareness 3, Brawl 1, Command 3, Empathy 3, Fortitude 4, Investigation 2, Larceny 1, Medicine 3, Occult 2, Presence 5 Supernatural Powers: Avatars: None Boons: Aegis, Animal Communication, Assess Health, Blessing of Health, Come Running, Cradlesong, Divine Radiance, Flare Missile, Heal, Heavenly Flare, Penetrating Glare, Sky's Grace, Stolen Face, The Subtle Knife, Unseen Shield, Vigil Brand, Ward, Watcher at the Threshold, Wind's Freedom Epic Attributes: Epic Appearance 5 (Center of Attention, Detail Variation, My Eyes Are Up Here, Perfect Actor, Serpent’s Gaze), Epic Charisma 8 (Blessing of Importance, Boys Will Be Boys, Charmer, Crowd Control, Engender Love, Hapless Cool, Inspirational Figure, Pied Piper), Epic Dexterity 8 (AntiGravity Climber, Cat’s Grace, Divine Balance, Lightning Sprinter, Monkey Climber, Omnidexterity, Perfect Partner, Photographic Penmanship), Epic Intelligence 2 (Multitasking, Perfect Memory), Epic Perception 3 (Hear Prayers, Perfect Pitch, Unfailing Recognition), Epic Strength 1 (Holy Bound), Epic Stamina 5 (Damage Conversion, Divine Damage Conversion, Regeneration, Self-Healing, Solipsistic Well-Being) Ultimate Attributes: None Birthrights: Avatar 3, Creature 1 (Bubbles the Chimpanzee), Followers 2 (various assistants & hangers on [generic mortal template]), Followers 1 (Bodyguards [seasoned cop template]), Relic 5 (White Glove - Guardian, Health, Illusion, Sky, Sun), Relic 2 (Michael & Bubbles Statue – Animal [chimpanzee], Unique Power], Relic 2 (Leather jacket & pants – Item Enhancements), Sanctum 2 Willpower: 8 Legend: 9 Legend Points: 81 Join Battle: 6 Dodge DV: 39 Soak: 16B/14L/5A Health Levels: -0 x 18/Incap Attacks: Clinch: Accuracy 9 (+29), Damage +4B (+1), Def --, Speed 6 Unarmed, Heavy: Accuracy 8 (+29), Damage +7B (+1), Def 27, Speed 5 Unarmed, Light: Accuracy 10 (+29), Damage +4B (+1), Def 28, Speed 4
Other Notes: Michael Jackson’s White Glove serves as his Birthright item for the Guardian, Health, Illusion, Sky, & Sun Purviews. His red leather jacket and pants give him a +4B/+2L soak. The Michael & Bubbles statue grant him access to the Animal [chimpanzee] Purview and serves as his Birthright Connection to Bubbles the Chimpanzee [Creature 1]. Michael has 20 various assistants and hangers-on and 5 bodyguards. Note that Michael currently does not have any Liberty Boons as he just recently joined the Yankee Pantheon. He never acquired any Itztli Boons.
COSMOLOGY THE AMERICAN DREAM “The American Dream is that dream of a land in which life should be better and richer and fuller for everyone, with opportunity for each according to ability or achievement.” Epic of America, James Truslow Adams When the United States won its independence from England, the founders of the Yankee Pantheon strove to provide an Overworld based on the dreams of the States’ founding fathers. Grabbing an expanse of the infinite Overworld, Benjamin Franklin and Uncle Sam designed the foundation of The American Dream with the building of Independence Hall. Over the next two centuries, millions of immigrants from Europe brought with them their cultural icons and myths, and Scions of their gods were born on American soil and fought for American liberties. Most of these Scions joined their parent’s Pantheon. Others, however, joined the young Yankee Pantheon to strengthen its position in the Overworld and to protect the American people from both the Titans’ influences and the other Pantheons’ apathies. Unlike other Overworlds, The American Dream has grown to contain numerous varieties of small subrealms reflecting the dreams of those American Scions-turned-Gods instead of the culture as a whole. The common theme throughout the Dream is that each individual has the liberty to achieve and create as they desire. However, everything does have a limit. With the liberty to act upon one’s own dreams comes responsibility for the actions taken to attain such.
EFFECTS OF THE TITAN ON THE OVERWORLD The American Dream has slowly been eroding away by excess. Hollywood has just a little too much glitz, while the surrounding wilds of the Cabin are just a little too wild. Everything has gone just a little too far in its depiction of the American Dream.
ELLIS ISLAND: AXIS MUNDI Originally, the Liberty Bell stood as the Axis Mundi for the newly created Yankee Pantheon. According to tradition, it rang on July 8, 1776, to summon the citizens of Philadelphia for the reading of the Declaration of Independence.
Near the turn of the 19th century, the Ellis Island Immigrant Station was constructed to process immigrants. Over 12 million immigrants were processed between its opening in 1892 to its closing in 1954 with 1907 being its peak year having processed over 1 million immigrants. For a God to access the Overworld from Ellis Island, he must row (or swim) the ocean from its eastern side as if he were traveling from Europe and spend a point of Legend. He will arrive on the shore of the Overworld Ellis Island where he can then travel across a quarter mile long walkway to the main land. Once on the main land, he can then enter Independence Hall where he can use the Liberty Bell to gain access to his subrealm.
INDEPENDENCE HALL Independence Hall serves as the central meeting place for the Yankee Pantheon and the Sanctum of Uncle Sam. It is a red brick building whose highest point is 135 feet, which is the bell tower steeple. The steeple holds the Liberty Bell, the access point to each god’s subrealm. The bell merely needs to be rung and the god will be taken to her subrealm. In each subrealm is a replica bell that is used to travel to Independence Hall.
JUNTO aka Leather Apron Club Junto was a club established in 1727 by Benjamin Franklin to debate questions of morals, politics, and natural philosophy, and to exchange knowledge of business affairs. Once Franklin ascended to godhood, he built a series of buildings as his personal Sanctum and called it Junto in homage to his old club. The Overworld Junto consists of one main building which has been rebuilt to replicate the National Archives in Washington, D.C. Like the Archives, this building contains nearly every written work, rivaling even Thoth’s huge library. Other buildings include a workshop for his inventions, a music hall, a printer’s workshop, and various sundry buildings. There are several modern day Juntos which Franklin uses as Axis Mundi: Ye Olde Worldery in Portland, Oregan; Junto Partners in Salt Lake City, Utah; and P’unk Avenue in Philadelphia, Pennsylvania, where it all started.
HOWLAND ISLAND AIRFIELD Named after the island where Amelia Earhart “disappeared”, Howland Island Airfield is a large island containing an airport filled with planes from every era. The airport has several runways and a mid-sized building that Earhart calls home. A replica of the bell is located just outside the front door of her home. Earhart is partially responsible for the disappearances of aircraft in the area known as the Bermuda Triangle, the most famous of which is Flight 19.
THE ARENA Home to Babe Ruth, the Arena is large enough to house several arenas that serve as a baseball field, football field, hockey rink, and boxing rings, archery field, and a place for any other existing His personal rooms are connected to the Arena and whose entrance is the Arena’s main entrance.
smaller wrestling sport. next to
SCOUT’S REST RANCH Buffalo Bill’s Sanctum is a replica of his 18-room mansion, Scout’s Rest Ranch, and thousands of acres of land. The Ranch also contains a large barn that housed livestock. Although he no longer has living animals or people for his show— using illusions instead, he continues to maintain the barn as if the animals were real. A short distance from the barn is an amphitheater where Bill performs his Wild West Show for his fellow gods and visiting dignitaries. The shows are intricate and ostentatious affairs made through his use of illusion. The bell is located on a platform above and behind the stage. A single spiral staircase is the only way up or down.
THE HOSPITAL Unlike most modern day hospitals, the Hospital of the American Dream is not a white, sterile place that smells of sanitizer. Instead, the Hospital’s walls are a serene blue and hung with pastoral prints. Soft, relaxing music filters through speakers set up throughout the building. The sun shines brightly, filling the rooms with warmth. Clara Barton calls this place home. She has a bevy of medical staff that watches over the divine patients that come there from the war with the Titans. Clara uses a combination of healing magic, medical knowledge, and medical equipment to treat her patients.
THE LOG CABIN Davy Crockett’s Sanctum is a small log cabin in the middle of miles upon miles of wild, “unexplored” territory. The land is covered with trees, mountains, lakes, and plains. The bell is located behind the cabin. Crockett has utilized his Animal boons to recreate the animals found in the United States. The animals have naturally multiplied and are much wilder than their World counterparts. He has also utilized the Nemean Beast and
Typhonean Beast boons to turns some of those wild beasts into Nemean and Typhonean creatures to protect his Sanctum.
GRACELAND Elvis’s Sanctum is a reproduction of Graceland, complete with signature gates, sitting on hundreds of acres of pristine land. A mid-sized building also sits on the property. This serves as his recording studio. The bell is housed in a small marble building.
MOUNT VERNON Mount Vernon is the home of George Washington. It is an expanded replica of his old World home. Although he no longer has slaves to tend to the fields, he does have servants and workers. The house is surrounded by farmland, which grows mostly tobacco. Washington sells this tobacco in the World, which helps finance some of the pantheon’s monetary needs.
HOLLYWOOD Hollywood is Marilyn’s Sanctum. It is a replica of a 1950s/1960s Hollywood studio lot complete with a large, gorgeous mansion Marilyn lives in. On the lot are several smaller sets that Marilyn uses as backdrops to her performances of various movies she has been in. Also on the lot is a large, well-lit artist’s studio complete with art supplies. The bell sits dead center in the lot surrounded by a garden and walking paths to the various buildings.
THE LAW LIBRARY Martin Luther King’s Sanctum is the Law wing of Junto’s main building. King’s bedroom is simple, yet elegant with shelves of inspirational books. He rarely spends time in his Sanctum, preferring to be out in the world fighting prejudice and discrimination.
THE PLAINS OF SERENITY Tammany’s Sanctum is an Indian structure out on the plains of the Yankee Pantheon’s Overworld. The structure is surrounded by miles and miles of nothing and is very quiet and peaceful. Tammany spends as much time in the World as he can and visits
his Sanctum when he needs to refresh himself and get away from the chaos of the World. The bell is located in a small cave on the land far enough away from his teepee so as to not disturb.
THE EARP MINING TOWN Earp Mining Town, Wyatt Earp’s Sanctum, is a small frontier mining town sitting at the base of the mountains. Living with him is the ghost of Josephine Sarah Marcus, his second wife. Although his role within the Pantheon can be violent as he is an asset in the war against the Titans, he prefers his Sanctum to be violence free. The bell sits in the center of town serving as a reminder of what he fights for.
NEVERLAND Michael Jackson’s Sanctum is an ideal version of his Neverland Ranch. Neverland contains an amusement park, which includes two railroads, and a zoo. Both the amusement park and his home contain numerous statues of children. Crockett gifted Jackson with several pairs of animals for his zoo. The bell sits right below the floral clock in front of the house.
THE CASTLE There is a subrealm of the American Dream that boggles the Gods’ minds. Granted to the mysterious leader of a growing group of young gods twenty years ago, this subrealm consists of a large medieval castle surrounded by a moat. What exactly goes on in the castle they are not sure, but the group is a reliable one.
Note: The Castle is the Sanctum for my idea for a group of young gods that have based their selves on the gods of the role-playing game of Dungeons & Dragons© and Forgotten Realms©. The Castle can be used for any mysterious group of young or even old gods.
THE GRAVEYARD Unlike the other Pantheons, the Yankee Pantheon never truly had an individual Underworld of legend. Over three-quarters of the American populace follow the Christian religion from Europe and believe in a Heaven and Hell. This belief carved out a place in the Underworld for their dead, and the Yankee Pantheon claimed part of it for their own use. Sixteen percent follow no religion at all with their dead either remaining in the World or flitting to their own personal beliefs.
The Graveyard is the embodiment of those beliefs. Some areas contain hollow churches surrounded by crumbling headstones while others contain bustling necropoleis.
THE GHOST TOWN Although Billy the Kid’s a god of death, he is not the god of death and thus does not hold sway over the entirety of the Pantheon’s Underworld. Instead, he has a Sanctum within the vast Graveyard that appears as an Old West ghost town. Souls of outlaws, gunmen, and various “villainous” types of are drawn to this area, setting up a complete working necropolis. Ghostly horses are tied to posts while ghostly cattle graze upon dark, dried grass. There is little in the way of fertile green land. Dust devils and tumbleweeds move eerily across the land and the streets while gunshots echo throughout the static air and permanently dusk sky.
HEAVEN As the majority of Americans believe is some form of Heaven, this section of the Graveyard is the largest and most diverse. Most believe that Heaven is a land of paradise where the dead are quickly reunited with their relatives, while others believe that Heaven is only attainable at the end of the world. Although the former is true in this case, not all the latter are wrong. Once the Underworld was shattered, bits of Heaven were engulfed by the Titans or destroyed completely, and the souls that inhabited it devoured or shunted to the World. Many of the remaining souls believe that the end of the world is upon them and they merely wait for Judgment Day where they will be once more returned to paradise. There is no distinct look to Heaven. What is one man’s heaven may be another’s hell. One area may be complete with houses with white picket fences and plenty of space, while others may be a bustling city with impossibly tall buildings shining in the noonday sun. Some may even find heaven to be a quiet beach at night with the water lapping at the shore.
HELL Just as the majority of Americans believe in Heaven, they also believe in Hell where the devil punishes evil men and women. Although there is no actual Satan in the Graveyard, there is the illusion of such. Those who have committed evil atrocities in the World seem to be drawn to this area of the Graveyard. Unlike Heaven, Hell is generally similar no matter where one goes: fire and brimstone and endless torture. A soul’s evil deeds haunt him for eternity, the fires of the deed licking at and burning his soul, torturing him with unbearable spiritual pain. There is no hope here, only despair.
PURGATORY Between Heaven and Hell is Purgatory, the endless waiting room for those souls that believe such. There is neither joy nor pain here, only infinite boredom as the soul sits and waits for the end of the world. It might look as any waiting room with magazines one has read a dozen times or it might be a sterile, plain white room with nothing save a simple cot.
FEARSOME CRITTERS ALFRED BULLTOP STORMALONG Alfred Stormalong is a technically an Elder Giant and stands around 30’ tall. However, men of such stature are called “Big Men” in America. Stormalong may have once been a Titanspawn, but he has since removed himself. Stormalong is the master of a huge clipper ship called the Courser or the Tuscarora. It was said to be so tall a ship that it had hinged masts to avoid catching on the moon. Stormalong has a lifelong rivalry with a kracken, which had escaped from him during their first encounter. Type: Elder Giant Attributes: Str 10, Dex 4, Sta 8, Cha 3, Man 3, App 2, Per 3, Int 3, Wits 4 Virtues: Conviction 3, Endurance 3, Expression 2, Loyalty 2 Abilities: Animal Ken 2, Athletics 4, Awareness 2, Brawl 5, Command 4, Control (ships) 5, Empathy 3, Fortitude 6, Integrity 4, Investigation 2, Marksmanship 4, Medicine 1, Melee 5, Occult 4, Politics 2, Presence 5, Thrown 4 Supernatural Powers: Epic Attributes: Epic Strength 7 (all Knacks), Epic Stamina 7 (all Knacks) Boons: Changing States, Create Water, Desiccate, Drown, Potability, Water Breathing, Water Control, Water Mastery, Water Vortex Jotunblut: All elder giants, regardless of the pantheon with which they are associated, gain the equivalent of four dots in the Jotunblut Purview. To confer the benefits of Jotunblut on a mortal or an animal, the giant must feed his blood (or “eitr”) to the recipient. Join Battle: 8 Attacks: Giant Skeggox: Accuracy 10, Damage +23L (+22), Parry DV 5, Speed 5 Clinch: Accuracy 9, Damage +11L/A (+22), Parry DV —, Speed 6, P Unarmed, Heavy: Accuracy 8, Damage +14L (+22), Parry DV 4, Speed 5 Unarmed, Light: Accuracy 10, Damage +11L (+22), Parry DV 5, Speed 4 Soak: 32B/27L/7A Health Levels: -0x27/Incap Dodge DV: 6 Willpower: 7 Legend: 8 Legend Points: 64 Trophy: Like all Giants, Stormalong’s trophy is his heat. (See Scion: Hero, p. 315.)
PAUL BUNYAN
Paul Bunyan was said to have been born in the Northern logging territories of the United States. It was said that it took three storks to carry him and drop him off at his home. Paul and his companion, Babe, dug the Grand Canyon when Paul drug his axe behind him. He created Mt. Hood when he stacked rocks on top of his fire pit to put it out. The Great Lakes were formed when Paul needed to find a watering hole for Babe. Paul Bunyan is a technically an Elder Giant. However, men of such stature are called “Big Men” in America. Bunyan may have once been a Titanspawn, but he has since removed himself. Paul Bunyan stands around 15’ high, only 3’ taller than his companion, Babe. Legend gives them both extraordinary height and it is possible that Fate has granted them the ability to change their height to whatever they wish. Rumor has it that Paul Bunyan still roams the logging areas of North America. Type: Elder Giant Attributes: Str 10, Dex 4, Sta 8, Cha 3, Man 3, App 2, Per 3, Int 3, Wits 4 Virtues: Conviction 3, Endurance 4, Expression 1, Loyalty 2 Abilities: Animal Ken 2, Athletics 4, Awareness 2, Brawl 5, Command 4, Empathy 3, Fortitude 6, Integrity 4, Investigation 2, Marksmanship 4, Medicine 1, Melee 5, Occult 4, Politics 2, Presence 5, Thrown 4 Supernatural Powers: Epic Attributes: Epic Strength 7 (all Knacks), Epic Stamina 7 (all Knacks) Boons: Animal Command (oxen), Animal Communication (oxen), Earth Armor, Earth Body, Earth Travel, Echo Sounding, Landslide, Safely Interred, Shaping Jotunblut: All elder giants, regardless of the pantheon with which they are associated, gain the equivalent of four dots in the Jotunblut Purview. To confer the benefits of Jotunblut on a mortal or an animal, the giant must feed his blood (or “eitr”) to the recipient. Join Battle: 8 Attacks: Giant Skeggox: Accuracy 10, Damage +23L (+22), Parry DV 5, Speed 5 Clinch: Accuracy 9, Damage +11L/A (+22), Parry DV —, Speed 6, P Unarmed, Heavy: Accuracy 8, Damage +14L (+22), Parry DV 4, Speed 5 Unarmed, Light: Accuracy 10, Damage +11L (+22), Parry DV 5, Speed 4 Soak: 32B/27L/7A Health Levels: -0x27/Incap Dodge DV: 6 Willpower: 7 Legend: 8 Legend Points: 64 Trophy: Like all Giants, Paul Bunyan’s trophy is his heat. (See Scion: Hero, p. 315.)
BABE (Nemean Ox) Attributes: Strength 12, Dexterity 6, Stamina 12; Charisma 0, Manipulation 0, Appearance 2; Perception 2, Intelligence 2, Wits 3
Abilities: Athletics 3, Awareness 2, Brawl 1, Integrity 1, Investigation 1, Presence 1, Fortitude 2, Survival 2 Supernatural Powers: Epic Attributes: Epic Strength 1 (Knockback Attack), Epic Stamina 3 (Divine Fortitude, Extended Youth, Holy Fortitude) Join Battle: 5 Attacks: Gore: Accuracy 6, Damage +16L (+1), Parry DV 8, Speed 6 Bite: Accuracy 5, Damage 10L (+1), Parry DV —, Speed 5 Trample: Accuracy 8, Damage +18L (+1), Parry DV --, Speed 6 Soak: 34B/28L/7A Health Levels: -0x19/Incap Dodge DV: 6 Willpower: 3 Legend: 2 Notes: Babe has been enhanced using Supernal Bestial Endowment (+2 Str, +2 Sta). Trophy: Babe’s hide, if properly cured and tanned, can be made into an article of clothing that grants a soak bonus of 4A/8L/8B. However, working with nemean hide is very difficult, and only someone with at least one dot of Arete (Craft), the supernatural power Forge Birthright or some other similar gift can properly fashion it into wearable clothing.
STÓRRVURMS Stórrvurms are Native American giant snakes that inhabit various terrains. These snakes hunger for human and divine flesh. Stats for Stórrvurms can be found in Scion: Ragnaröck, p. 183.
OTHER FEARSOME CRITTERS Bogeyman Boo Hag Cactus Cat Champ (lake monster in Lake Champlain) Demon Cat Glawackus Golden Bear Hodag Jackalope Jersey Devil, aka Leeds Devil Mothman Nain Rouge Sewer Alligator Snallygaster Wampus Cat
LIBERTY The base belief of the Gods of the Yankee Pantheon is Freedom: Freedom of Choice, Freedom from Fear, Freedom of Speech, and so on. With those goals in mind, the Yankee Pantheon developed a Pantheon Specific Purview based upon freeing the self from imposed bonds and constrictions.
Movement Undeterred (Liberty ●) Dice Pool: None Cost: None One of the most basic constrictions a Scion can face, especially in battle, is the one imposed from simple armor. With this Boon, a Scion can wear any armor he can manage without suffering from mobility penalties. If the Scion has Epic Stamina and the Holy Fortitude knack, he may also ignore Fatigue penalties from wearing armor.
Example: Hakeem Wilson, a rising Olympic archer and Scion of Tau, dons leather armor to protect him against the zombies he is fighting. The armor has a Mobility Penalty of -1 and a Fatigue penalty of 1. Hakeem ignores the mobility penalty imposed on him because of the armor, giving him a Mobility Penalty of 0. Because he also happens to have the Holy Fortitude Knack, he has a Fatigue Penalty of 0.
The Ties That Unbind (Liberty ●●) Dice Pool: None Cost: 1+ Legend Once the Scion understands that simple armor can not impede her movement, she learns that simple bonds cannot hold her either. With the expenditure of a point of Legend, any bond preventing a Scion from acting freely falls to the ground useless. With the expenditure of 1 Legend point per bond, a Scion can rid another of any bond preventing him from acting freely.
Example: Angela Morris, the pregnant Scion of Chara, is tied to a chair by a Titan cultist. She knows the bonds are useless, but the cultist doesn’t. Once the cultist leaves the house, she spends a point of Legend and the rope falls to the ground. Example: Angela, now freed from the chair, finds another woman manacled to a chain hooked to the cement wall in the basement. Angela doesn’t have the keys and cannot pick the lock. She grabs the manacle and spends a point of legend. The manacle pops open, freeing the captive.
Stepping Lightly (Liberty ●●●)
Dice Pool: Dexterity + Survival; Legend + Liberty Cost: None or 1 Legend There are other things besides armor and manacles that can restrict a Scion’s movement: unstable terrain, muck/goo, snow, forest detritus, etc. Unstable terrain is easily overcome with the Dexterity Knack Cat’s Grace. Scions with this Boon can do the same. Trudging through marsh, however, cannot be so easily overcome, slowing the Scion down with each step. With a successful Dexterity + Survival roll, the Scion can move freely through such terrain. For every success on the roll, he can remove 1 point of penalty to DV to a maximum of 5. This Boon can also be used to move through mud, snow, sand, forest, and the like, without leaving tracks. The player rolls Legend + Liberty and spends 1 point of Legend. For each success, the player can add 1 automatic success on his Dexterity + Survival roll when contesting being tracked.
Example: Hakeem follows the zombies he was tracking through a Georgia swamp. The swamp imposes a -3 penalty due to the depth of the water and the amount of reeds. His player rolls his Dexterity (4) + Survival (3). He rolls 3 successes plus his auto success from his Epic Dexterity for a total of 4 successes. His DV penalty for trudging through the swamp is now 0. Hakeem moves freely through the water. Example: Angela is being chased by the cultist that kidnapped her. She flees into the woods. It had rained the previous night and the ground is spongy. She activates the Boon to attempt to lose the cultist. Her player rolls a Legend (4) + Liberty (3) and spends 1 point of Legend. She rolls 4 successes. She now rolls the opposed Dexterity (3) + Survival (0). She receives no successes on the roll but has 4 automatic successes from the Boon. The difficulty for tracking Angela is 4.
Slippery as an Eel (Liberty ●●●●) Dice Pool: Dexterity + Athletics + Liberty Cost: 3 Legend Bonds can’t hold the Demigod; neither can the surrounding environment. With this Boon, a Demigod can avoid being held in a grapple or being pinned to the ground. With the expenditure of 3 Legend and a Dexterity + Athletics + Liberty roll, the Scion can avoid being grappled for as many minutes as the Scion rolled successes. During this time she is immune to Clinch attacks and subsequent grapples as she slips right out of the attacker’s hands.
Example: Isabella Furnari, cat burglar and Scion of Aaron Cocis, is fighting a mummy in the Smithsonian. She certainly doesn’t want to be held down and beaten with the powerful scepter the mummy has and that she had been sent to retrieve. Her player spends 3 points of Legend and rolls her Dexterity (5) + Athletics (5) + Liberty (4). She rolls 8 successes and adds 7 automatic
successes from her Epic Dexterity for a total of 15 successes. She will be immune to clinches and grapples for the next 15 minutes, enough time to either take down the mummy herself or escape to fight another day.
My Mind is My Own (Liberty ●●●●●) Dice Pool: Willpower + Legend + Liberty Cost: 1 Legend By now the Demigod no longer worries about any physical impediment to her actions. Mental bonds, however, are another story. Although a Scion can expend his Willpower to resist a mental attack, a Demigod of the Yankee Pantheon begins to understand that even mental bonds can’t hold him. The Demigod expends 1 Legend and rolls a Willpower + Legend + Liberty. He needs successes equal to or greater than the attacker’s number of successes to resist a mental attack. If this fails, the Demigod may spend his point of Willpower to resist the mental effect as normal. This works well when the Demigod is out of or low on Willpower.
Example: Galin Watt, Aerospace Engineer and Scion of Galin Neall, is under attack by a rogue Scion of Loki. Loki’s Scion is attempting to use Paralyzing Confusion to distract Galin from his purpose. Normally, Galin’s player could just spend a point of Willpower to resist this attack. However, Galin’s Willpower is down to 2. His player rolls Willpower (6) + Legend (6) + Liberty (5) for 9 successes. The rogue Scion of Loki has 11 successes. Failing to succeed the first time, Galin’s player spends a point of Willpower to resist the mental attack. Your Mind is Your Own (Liberty ●●●●● ●) Dice Pool: Willpower + Legend + Liberty Cost: 1 Willpower + 1 Legend/person Now that the Demigod can keep his mind his own, he can help others stave off mental attacks and keep their wits about them by effectively giving them the My Mind is My Own Boon. The Demigod spends 1 point of Willpower plus 1 point of Legend per person to be affected. His player then rolls Willpower + Legend + Liberty. For each successes rolled, the My Mind is My Own Boon lasts for one minute. Those receiving the My Mind is My Own Boon can activate it at any time during the allotted time period. Recipients also use the successes rolled as the successes against the attacker’s roll. Once used, however, the My Mind is My Own Boon is no longer available unless the Demigod activates Your Mind is Your Own again.
Example: Galin is still fighting the rogue Scion of Loki but needs help. He gathers Hakeem Wilson and Angela Morris and confers the My Mind is My Own boon on them. He activates Your Mind is My Own by spending 1 point of Willpower and 2 points of Legend. His player rolls Willpower (6) + Legend (6) + Liberty (6) and gets 13 successes. Hakeem and Angela will have the My Mind is My Own Boon for 13 minutes during the fight. If Loki’s Scion attacks them, they will counter any one mental attack with 13 successes. If that fails, they can spend a point of Willpower as normal.
Shuck Mental Bonds (Liberty ●●●●● ●●) Dice Pool: Willpower + Liberty Cost: 5 Legend When a Demigod uses all his Willpower in staving off mental attacks he is left drained and susceptible. When the next assault finally succeeds, there is usually nothing that can be done. A Demigod of The Yankee Pantheon still has one option left. He can attempt to break out of or away from the assault. With the expenditure of 5 points of Legend and an equal or greater than amount of successes on a Willpower + Liberty roll as the attacker’s successes, the Demigod can break free. The Demigod is able to act on his next turn. If it fails, the Demigod must wait out the mental assault. A Demigod can also use this boon on others. With the expenditure of 1 point of Willpower and 3 points of Legend, the Demigod and attempt to break the mental assault on another. The Demigod’s player rolls Willpower + Liberty with the difficulty being the attacker’s successes. Once the roll succeeds, the individual may act on his next turn.
Example: Galin, Hakeem, and Angela are attacking the rogue Scion of Loki. Hakeem falls sway to Paralyzing Confusion and is unable to act. Seeing this, Galin activates this Boon to hopefully break the Scion’s hold. His player rolls Galin’s Willpower (6) + Liberty (7) and gets 7 successes. Loki’s Scion had 6 successes to activate Paralyzing Confusion. Galin breaks Hakeem free from the effect. Example: Galin, still fighting Loki’s Scion, used his last point of Willpower to help Hakeem, leaving him susceptible to the Scion’s mental assault. The Scion takes advantage of Galin’s weakness and attacks him with Paralyzing Confusion with 9 successes. Galin falls under the assault but he still has one last chance. He activates this Boon, spending 5 points of Legend. His player rolls Willpower (6) + Liberty (7) and gets only 8 successes. His attempt fails and he stays under the effect of Paralyzing Confusion until it is over.
Counterspell (Liberty ●●●●● ●●●) Dice Pool: Legend + Liberty + Occult Cost: 1 Willpower + 1 or 10 Legend Boons and Spells can force another form of captivity on an individual. Many Spells create and twist Fate bindings. Some boons harm individuals by inflicting disease or a transformation, trapping an individual in a useless body. By learning how to counteract such effects, the God learns how to counteract any effect from Boons and Spells. This includes Boons from Pantheon Specific Purviews such as Enech’s ability to lay geas and Heku’s influencing of the Ba. Although the God may not understand these as they are outside of her purview, she can understand the effect it has on the body and soul.
When someone uses an All-Purpose Boon or spell against the God she may spend a point of Legend to counteract the effect. If the Boon is from a Pantheon Specific Purview, she must spend 10 points of Legend. Her player rolls Legend + Liberty + Occult with the difficulty equal to the attacker’s successes. Success means that the Boon or spell does not affect the God. The God may counter a Boon or spell directed at another, but she must spend a point of Willpower. As long as the God can perceive the Boon or spell, she can negate it.
Example: Historia, goddess of communication, is fighting Heshon, the newly awoken Atlantean god. Heshon attempts to use the Evil Eye on Historia and gets 20 successes. Historia activates Break the Strands of Fate and spends 1 point of Legend. Her player rolls Legend (12) + Liberty (10) + Occult (5) and gets 19 successes. This is not enough, so Historia suffers from the Evil Eye. Example: Talanda, goddess of the dead and spiritualism, sees Historia being attacked by Heshon. She understands Magic. She spends a point of Legend and a point of Willpower to activate the Boon. Her player rolls Legend (12) + Liberty (10) + Occult (5) and gets 25 successes. For a moment, Historia felt the Evil Eye fall on her but fizzle as Talanda countered it. Example: Casmus the Deathbringer is fighting the Monkey King. The Monkey King activates Reshape Shen and gets 12 successes. Casmus may not understand Taiyi, but he can still counter it. He spends 10 points of Legend and his player rolls Legend (12) + Liberty (10) + Occult (0) for 15 successes. He’s fortunate. The Boon doesn’t affect him and he is not reshaped.
Fate Unbound (Liberty ●●●●● ●●●●) Dice Pool: Legend + Liberty Cost: 1 Willpower + 20 Legend The gods left the World for one main reason: Fate binding. Fate binds people and places to the god when she walks the World. These bindings are never truly beneficial no matter the role the Fated plays. The only known way to escape such fate binding is to not leave the Overworld. Gods of the Yankee Pantheon are no exception to fate binding. Their practice and mastery of Liberty, however, can extend to the Fatebound in two ways: lessening the bond between god and Fated or escaping the bond for a short period of time. To lessen a bond between a god and a Fated, the god spends 1 point of Willpower and 20 points of Legend. Her player rolls Legend + Liberty. For every five successes, the god may lessen the strength of a bond between her and a Fated to no less than 1. Botching actually strengthens the bond by 1.
Example: Tau, god of sports, has a mortal fatebound to him with a strength 5 bond. He wants to lessen that bond. He spends 1 point of Willpower and 20
points of Legend and his player rolls his Legend (12) + Liberty (10) with 11 successes. This lessens the bond from strength 5 to strength 3. To temporarily escape a bond for a short period of time, the god spends 25 Legend and her player rolls Legend + Liberty. For each success, the god can escape a bond to a Fated for one day. The Fated forgets about the god, chalking it up to being busy or the mind being elsewhere. When the allotted time is up, the bond comes back full strength. The length of time of the bond is not shortened by the use of this boon, only put on the back burner for a short period of time. If the roll is botched, the role the Fated plays may change.
Example: Talanda wants to escape from a Fated for a while. This Fated has been nothing but a jinx for her. She needs to get something done and doesn’t have time to have things go wrong, even a little. She spends 25 Legend while her player rolls her Legend (12) + Liberty (10). She botches. She can’t escape even for a little bit and this particular Fated ends up being a catastrophe for her, ruining and destroying what she was trying to do.
Break the Strands of Fate (Liberty ●●●●● ●●●●●) Dice Pool: Manipulation + Liberty Cost: 1 Willpower + 15 Legend Fate is a bond not even the gods can escape completely. Gods of the Yankee Pantheon, however, make every attempt to break what bonds they can. Spells and All-Purpose Boons that reshape, twist, bend, create, or otherwise affect a God’s Fate can be untwisted and unbound. Break the Strands of Fate does not counteract a Boon or spell; instead it breaks the effects of those that are already in place. To break a bond the god must spend 1 point of Willpower and 15 points of Legend. His player rolls Manipulation + Liberty and must get more successes than the god that created the bond. If it succeeds the bond is broken.
Example: Aaron Cocis, god of wealth and possessions, comes across Silvia, a Scion of Zeus. She has been transformed into a bear by Hera and left out in the wilderness. Aaron, wanting the goodwill of Zeus, attempts to unbind her new Fate. He spends a point of Willpower and 15 points of Legend. His player rolls Manipulation (11) + Liberty (10) and gets 17 successes. He adds his 46 auto successes from Epic Manipulation. Hera only had a total of 61 successes on her spell. Silvia is transformed back. Not only is she grateful, but she’s sure her father will be too. However, he will have earned Hera’s enmity. Example: Chara, goddess of joy and children, comes across a hybrid animal created by an insane god under the patronage of Gaia. She doesn’t want to kill the animal so she attempts to undo the Boon effect. She spends her Willpower and Legend and her player rolls Manipulation (5) + Liberty (10), but gets only 7 successes. She doesn’t have any Epic Manipulation and the
corrupted god had 11 successes before her player even rolled. She fails to undo the Boon and is forced to kill the creature.
Fate Can’t Catch Me (Liberty ●●●●● ●●●●●) Dice Pool: Wits + Legend + Liberty Cost: 30 Legend Like the Devas ability to shun the grasp of Fate for a day, the Yankee Pantheon can do the same. Fate binds mortals and gods alike, putting restrictions on the gods’ actions. With Fate Can’t Catch Me, the god stays one step ahead of Fate for one day per success on a Wits + Legend + Liberty roll. Botching results in Fate bringing its eye to bear on the god. Fatebinding chances are doubled. Magic and Boons affect him more easily. People remember him. Like Moksha, the Devas ability to sidestep fate, the god basically doesn’t exist to the world around him. Memories of him are foggy and spells and Boons do not affect him. Those fatebound to the god lose their attraction to him. He can, of course, move between Worlds using Axes Mundi by spending a point of Willpower. If the god wishes to interact with the world around him (i.e. manipulating objects, grabbing another god, etc.), he must spend a point of Legend. Boons and Birthrights cost twice as much to activate. When the god runs out of Legend points or temporary Willpower, he returns to Fate’s embrace immediately. The god may return willingly by spending two points of temporary Willpower.
TITAN: AHUIATETEO EXCESS The Greater Titan extremes. Jungles overburdened with where lust cannot
Ahuiateteo nearly mirrors the World, but is a realm of are way too dense, animals are far too wild. Orchards are fruit while pleasure gardens are constant states of orgies be controlled.
Favored Purviews: Chaos, *Heart, Illusion, War, *Wealth Banned Purviews: Guardian, Justice
PROMINENT FEATURES HUELGOAT FOREST Huelgoat Forest once surrounded the castle where Dahut killed her nighttime lovers. Now a version surrounds the city of Ys. Thick with giant trees and massive undergrowth, Huelgoat Forest is a challenge to even a Yankee god for there are no paths. Most of the wild animals living within its depths are found in smaller areas they have worn away. The undergrowth makes it too difficult for them the roam freely. The animals themselves are wilder than wild and are usually nemean in nature. It is not, however, odd to find a typhonic beast.
THE PLEASURE GARDENS Surrounding the city of Ys and Ker-Ys Castle are the Pleasure Gardens. Once they might have been neatly kept with just the right amount of flowers, shrubs, and statuary, they now are vulgar with their overabundance of flowers and statuary depicting nude men and women in various sexual positions that fills every nook and cranny. Found amidst the gardens both inside and outside the city are the succubi. If a traveler manages to overcome his lustful temptation before getting to the city, he may be broken by the ones inside.
YS Aka Is, Ker-Ys
Once the most beautiful city in Southern Brittany, Ys was the home of Gradlon Mawr, King of Corouaille, and his daughter Dahut. Ys was built below sea level and had a locked gate which Gadlon alone would open and close for the fisherman. Dahut was a follower of the Celtic gods and found the town dull and sad. She brought in a dragon that captured all the merchant vessels so that the city could be filled with riches. She wanted freedom and joy reigning in the city. Dahut built a castle in Huelgoat Forest and she invited a different suitor daily to spend the night with her. She had them don a black mask so that they could not look upon her. In the morning, the mask turned to claws that killed the suitor, whose corpse was then thrown into the sea. One night a prince dressed all in red arrived in the city. Dahut fell immediately in love with him and willingly stole her father’s key. The ocean rushed in and took the city under the sea. Ys is now part of Ahuiateteo, but it borders with The Drowned Road. Those wishing to enter its walls may brave the crushing waters before emerging at its gate. Or the strong-hearted may attempt to make their way through the thick forest and the Pleasure Garden where every nook and cranny is filled with statues of couples in various sexual acts. Beautiful succubi tempt the wanderer, who has a difficult time overcoming his lustful urges. The city is home to all of Ahuiateteo’s Avatars. Central to the city is Ker-Ys Castle where both Lucifer and Dahut live. Ker-Ys can only be described as so beautiful that it makes the beholder cry. Lucifer holds complete dominion here, though he allows his lover to do as she pleases. He also holds
THE FEAST HALL Home to Macuilxochitl, the Feast Hall is a large stone building decorated with carved Aztec symbols. The inside is crowded with the ghosts of those who died from their gluttonous nature. Several long tables are overburdened with food and drink, and the bloated souls of the dead feast endlessly. Attached to the Feast Hall is the Gambling Hall, which is similarly filled with the dead. However, the dead in this hall gamble at the various tables. They are gaunt, almost skeletal as they endlessly play—and lose. Gods who enter either hall are filled with the desire to feast and gamble and enjoy themselves. The entertainment, of course, comes with a steep price. Once the food is eaten or even the drink imbibed, the God cannot walk away. Food never quite fills the hunger; the drink never quenches the thirst, no matter how delicious either may be. For those Gods who gamble even once are bitten by the addiction. They lose, but always believe that a win is “right around the corner”. It isn’t. Instead, time goes by as the god weakens in will and her physical appearance turns gaunt.
THE ARENA Lytta makes her home at the arena, which is east of the Castle. There is nothing fancy about the arena except the blood-soaked ground. Here, Lytta takes out her rage on any hapless enough to step onto the field. Angry and
vengeful souls litter the field. They fight to release their anger, but they never can no matter what they do. Any God foolish enough to step onto the field feel the anger rising. They can’t help but think of all the wrongs they have endured and begin the plot the downfall of those responsible. Literally, a red haze fills their mind and sight and they want to lash out at the first thing they see, usually any ally who happens to be with them or perhaps Lytta herself.
THE VAULT Mammon calls the Vault his domain and appears as a massive bank vault. Inside the vault is a priceless treasure: gold, gems, silver, platinum, art, jewelry, etc. Mammon likes to spend time here just gazing at the wealth he’s acquired. Of course, this is not enough to satisfy him. He wants the entire city’s wealth, including Ker-Ys Castle, to be his. He often sits pondering and planning ways to get his greedy hands on it. Gods who visit the Vault are overcome by the desire to take some bit of treasure for themselves. Once the first piece of gold or gem or whatnot is taken, the God cannot help but want the whole treasure. He will begin to stuff his pockets and find other ways to remove the treasure from its present location. It may not seem so bad a thing, but since the god cannot take it all, he may need to continue to come back, which puts him in quite a bit of danger.
THE HOVEL The only unattractive building in Ys is the home of Aergia. Once a grand estate, the Hovel has deteriorated over the centuries. Lack of care shows in the ivy that grows rampant on its walls and an interior filled with dust, debris, and garbage. In a bedroom upstairs, Aergia lounges on a filthy bed, too lazy to even move for her servants to change the sheets. She is unnaturally thin as she finds even eating to be a chore. The only thing she bothers to do is send minions out to spread the feelings of sloth around, especially at Lucifer’s bidding. Gods who visit the Hovel are first disgusted by the amount of debris and lack of care. After merely a few minutes, they become disinclined to do anything about it or anything else. If the god continues to spend more than a few minutes in the Hovel, it is unlikely she will ever leave. She might attempt to find a comfortable spot to relax, but it might be filled already by some other creature already overcome by its own indolence.
AVATARS AERGIA Aka Sloth, Laziness, Murcia, Socordia
Aergia is not only is a wonder to the she is quite lazy, make it easier for
the least powerful of the Avatars, but does so little it rest that Lucifer just doesn’t get rid of her. Although Aergia does have creatures that spread such around and Lucifer (and Mammon) to corrupt.
Aergia has a base dice pool of 18. She is too lazy most of the time to engage in any type of combat, especially if it is physical. She will however, use her great intellect to her advantage against any enemy. Virtues: Ambition 1, Malice 3, Rapacity 3, Zealotry 2 Supernatural Powers: Avatars: The Trickster, The Turmoil Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice, which are forbidden to her. Aergia also has all Boons from the Heart and Illusion Purviews. Epic Attributes: Epic Mental attributes at the 10-dot level (will all appropriate Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks). Aergia has 10 dots in Arete: Occult and Arete: Command. Join Battle: 18 Attacks: None. She relies on her zombie ex-lovers and guards to protect her. Unfortunately for her, any who have been around her long enough fall into the same lethargy. Soak: 38B/34L/8A Health Levels: -0 x 35/Incapacitated Dodge DV: 43 Willpower: 6 Legend: 9 Legend Points: 81 Other Notes:
DAHUT aka Dahud-Ahes Dahut was a princess of Cournouaille and the daughter of Gradlon, then King of Cournouaille, and Malgven, Queen of the North and Sorceress of the Tuatha De Dannan. Her father gave her the rule of Ys, which quickly became a city of sin as Dahut organized orgies and killed her lovers the next morning. Legends say she became a mermaid after the city sank beneath the waves. The Legends aren’t even half the story. Dahut became a part of Ahuiateteo, who absorbed her and reformed her as part of itself. She is a beautiful monster living in a city full of her zombie ex-lovers and
the succubi, offspring of her daughter Naamah. Dahut walks the World looking for lovers to bring back to her city. She cares little for who she takes, male or female, as long as it pleases her. She organizes orgies in whatever city or town she is in and attempts to seduce powerful individuals to bring more to her Master and lover, Lucifer. Dahut has a base dice pool of 20 for all actions. She prefers to seduce her enemies using her Social Attributes. She rarely favors physical combat, preferring to send armies of zombies and succubi/incubi to do such work. She will also use her intellect against her enemies as well. Virtues: Ambition 3, Malice 3, Rapacity 5, Zealotry 4 Supernatural Powers: Seduction: Dahut does not need to spend Legend to activate Come Hither or Meet Me Backstage. Avatars: The Trickster, The Turmoil, The Void Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice, which are forbidden to her. She also has every spell up to the eighth dot. Dahut also has all Boons from the Chaos, Heart, and Illusion Purviews. Epic Attributes: Epic Social attributes at the 10-dot level (will all appropriate Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks). Dahut has only positive appearance Knacks. Join Battle: 20 Attacks: Clinch: Accuracy 20, Damage 11L, Parry DV —, Speed 6, P Unarmed, Heavy: Accuracy 19, Damage 14L, Parry DV 38, Speed 5 Unarmed, Light: Accuracy 21, Damage 11L, Parry DV 40, Speed 4 Soak: 39B/34L/8A Health Levels: -0 x 38/Incapacitated Dodge DV: 44 Willpower: 9 Legend: 10 Legend Points: 100
LUCIFER Aka Pride, Vanity, Day Star, Morning Star "‘I will ascend to heaven; I will raise my throne above the stars of God; I will sit on the mount of assembly on the heights of Zaphon; I will ascend to the tops of the clouds, I will make myself like the Most High." Isaiah 14:12-14, NIV The greatest of the Avatars, Lucifer has corrupted mortals, Scions, and gods alike. He does this through the power of temptation. Lucifer has no desire to destroy the World, but to rule its people as its God. He also has no desire to destroy the gods, but to bring them under his sway. He’s already ruling the lesser Avatars as it is.
Lucifer was once an Avatar of Akhetaten and represented the morning sun. When Aten went on his killing spree, Lucifer banded together angels and other creatures to fight him off. The attempt failed and Lucifer and his remaining followers fled. They came upon Ahuiateteo. Lucifer made a deal with the Titan who then absorbed him and his followers and reformed them. Although Lucifer remained beautiful, his followers became something less so. Lucifer appears as the most beautiful of beings with heavenly white feathered wings and a radiant aura. Everything about him is perfection…and he knows it very well. Those who look upon him are bound to instantly trust him, though that may change over time. Lucifer has a base dice pool of 24. Lucifer prefers to use his Social and Mental Attributes to win others to his side. Virtues: Ambition 5, Malice 3, Rapacity 3, Zealotry 5 Supernatural Powers: Temptation: Lucifer does not need to spend Legend to activate Benefit of the Doubt and Charmer. Avatars: The Merchant, The Trickster, The Turmoil Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice, which are forbidden to him. Lucifer also has all Boons from the Heart, Illusion and Wealth Purviews. Epic Attributes: Epic Social attributes at the 10-dot level (will all appropriate Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks). Lucifer has only positive Epic Appearance Knacks. Flight: Lucifer can fly at speeds of 300 miles per hour outside of combat or at movement rate of 25 yards per tick while in combat. Luminous Nature: Lucifer carries the luminous template (Scion: God, page 290). Join Battle: 24 Attacks: Clinch: Accuracy 24, Damage 11L, Parry DV —, Speed 6, P Unarmed, Heavy: Accuracy 23, Damage 14L, Parry DV 38, Speed 5 Unarmed, Light: Accuracy 25, Damage 11L, Parry DV 40, Speed 4 Soak: 39B/34L/8A Health Levels: -0 x 38/Incapacitated Dodge DV: 44 Willpower: 10 Legend: 12 Legend Points: 144 Other Notes:
LYTTA Aka Anger, Wrath, Lyssa, Ira, Furor “…through his roof will I burst my way and swoop upon his house, after first slaying his children; nor shall their murderer know that he is killing the children he begot, till
he is released from my madness. Behold him! See how even now he is wildly tossing his head at the outset, and rolling his eyes fiercely from side to side without a word; nor can he control his panting breath, like a fearful bull in act to charge; he bellows, calling on the Keres of Tartaros. Soon will I rouse you to yet wilder dancing and pipe a note of terror in your ear…” Euripides, Heracles 815 ff (trans. Vellacott)
Sometimes appearing as a warrior dressed for battle, sometimes as the homeless woman on the corner, Lytta is rage, fury, and madness incarnate. She is the voice of vengeance in the ear of the victim as she is the voice of madness in the predator. Only in the presence of Aergia can Lytta’s inner turmoil be lessened. The rest of the Avatars see her uses, but only Lucifer can truly take advantage of the bundled fury in their midst Lytta has a base dice pool of 20. She has no time for social niceties, preferring to either kill her enemies outright or drive them mad.
Virtues: Ambition 3, Malice 5, Rapacity 3, Zealotry 4 Supernatural Powers: Bloodlust: Lytta can summon up a raging fury in an individual. She can do this automatically to any mortal creature. She must expend 3 Legend and 1 Willpower with a [Stamina + Fortitude] roll vs. the target’s [Wits + Integrity + Legend]. If the roll succeeds, the target takes a penalty of one die per success threshold to any attack rolls, damage rolls, or defense rolls. This lasts for a number of actions per threshold successes Lytta had. The enraged creature cannot distinguish between friend or foe and will attack allies as well as enemies. The target also cannot use any Knacks or take any actions that require calm, negotiation or a friendly demeanor. Avatars: The General, The Turmoil, The Void Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice, which are forbidden to her. Lytta also has 10 dots of Arete: Melee and Arete: Brawl. Lytta also has all Boons from the Chaos, Heart, and War Purviews. Epic Attributes: Epic Physical attributes at the 10-dot level (will all appropriate Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks). Join Battle: 20 Attacks: Clinch: Accuracy 20, Damage 11L, Parry DV —, Speed 6, P Unarmed, Heavy: Accuracy 19, Damage 14L, Parry DV 55, Speed 5 Unarmed, Light: Accuracy 21, Damage 11L, Parry DV 57, Speed 4 Hasta: Accuracy 24, Damage +17L, Parry DV 56, Speed 3 Soak: 10A/51L/56B Health Levels: -0x52/Incap Dodge DV: 61 Willpower: 9 Legend: 10 Legend Points: 100
Other Notes: Lytta’s hasta has the following traits: Accuracy +4, Damage +3L, Parry DV +0, Speed 3.
MACUILXOCHITL Aka Gluttony Macuilxochitl appears as a red skinned man carrying a sharp stick. He is the overindulgence of food and drink, of gambling, of drug use, and of smoking. He is the drug pusher on the corner, the chef whose food is too good not to eat, and the guy who buys the teens their alcohol.
last resort.
Macuilxochitl has a base dice pool of 20. Although his Epic Physical attributes are primary, he uses violence only as a
Virtues: Ambition 2, Malice 2, Rapacity 5, Zealotry 4 Supernatural Powers: Avatars: The Turmoil Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice, which are forbidden to her. Macuilxochitl also has all boons from the Heart and Itztli Purviews. Epic Attributes: Epic Physical attributes at the 10-dot level (will 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 17, Damage 14L, Parry DV 55, Speed 5 Unarmed, Light: Accuracy 29, Damage 11L, Parry 57, Speed 4 Soak: 10A/51L/56B Health Levels: -0x55/Incap Dodge DV: 61 Willpower: 9 Legend: 10 Legend Points: 100 Other Notes:
MAMMON Aka Avarice, Greed “Mammon led them on-Mammon, the least erected Spirit that fell From Heaven; for even in Heaven his looks and thoughts Were always downward bent, admiring more The riches of heaven's pavement, trodden gold, Than aught divine or holy else enjoyed In vision beatific. By him first
Men also, and by his suggestion taught, Ransacked the centre, and with impious hands Rifled the bowels of their mother Earth For treasures better hid. Soon had his crew Opened into the hill a spacious wound, And digged out ribs of gold...” John Milton, Paradise Lost, Book i, 678-690 Mammon is not only the excess desire for money and gold, but also any other physical item that exists in the World. Mammon appears as a stereotypical “scrooge” with a hunched back and wearing dark, somber clothing. He is the voice in the ear of the robber baron and the corporate executive closing another branch to keep the money for himself. Mammon has a base dice pool of 22. He prefers using his Intellect to battle his enemies, promising them riches beyond their wildest dreams. Virtues: Ambition 5, Malice 3, Rapacity 5, Zealotry 4 Supernatural Powers: Avatars: The Merchant, The Trickster, The Turmoil Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice, which are forbidden to him. Mammon also has all Boons from the Heart, Illusion, and Wealth Purviews. Epic Attributes: Epic Mental attributes at the 10-dot level (will all appropriate Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks). Join Battle: 22 Attacks: Mammon does not resort to physical combat, preferring to use his bodyguards to do the dirty work. Soak: 9A/34L/39B Health Levels: -0x35/Incap Dodge DV: 44 Willpower: 10 Legend: 11 Legend Points: 121 Other Notes:
PHTHONUS Aka Envy, Jealousy "Now Phthonos (Envy), surveying the bed of lofty Zeus and Semele’s labour in the divine birth, was jealous of Bakkhos [Dionysos] in the womb, Phthonos self-tormenting, loveless, stung with his own poison. In that crafty heart he conceived a crooked plan.” Nonnus, Dionysiaca 8. 34 ff (trans. Rouse) Phthonus is the envy in the heart of every man and the jealousy in the heart of lovers. Appearing as a well-dressed man of indeterminable years, Phthonus
sows the seeds of envy and jealousy everywhere, while he suffers the same fate. He envies Lucifer’s position and strives to become as powerful. He always falls short. Even if he gets what he wants, he is never satisfied as there is always something better on the horizon. Phthonus has a base dice pool of 22. He prefers to sow contention among his enemies and let them fight each other. Virtues: Ambition 3, Malice 5, Rapacity 3, Zealotry 4 Supernatural Powers: Avatars: The Trickster, The Turmoil, The Void Boons: Every one- to eight-dot Boon from every Purview except Guardian and Justice, which are forbidden to him. Phthonus also has all Boons from the Chaos, Heart, and Illusion Purviews. Epic Attributes: Epic Mental attributes at the 10-dot level (will all appropriate Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks). Join Battle: Attacks: Clinch: Accuracy 22, Damage 12L, Parry DV —, Speed 6, P Unarmed, Heavy: Accuracy 21, Damage 15L, Parry DV 39, 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:
LESSER CREATURES OF AHUIATETEO LESSER SUCCUBI Attributes: Strength 2, Dexterity 4, Stamina 4; Charisma 5, Manipulation 5, Appearance 5; Perception 3, Intelligence 3, Wits 3 Virtues: Ambition 2, Malice 2, Rapacity 4, Zealotry 3 Abilities: Art 1, Athletics 1, Awareness 3, Brawl 1, Command 3, Empathy 5, Fortitude 1, Larceny 2, Occult 4, Politics 2, Presence 4, Stealth 2 Supernatural Powers: Epic Attributes: Epic Stamina 1 (Damage Conversion), Epic Charisma 2 (Benefit of the Doubt, Blessing of Importance), Epic Manipulation 2 (Blurt It Out, Gods’ Honest), Epic Appearance 2 (Center of Attention, Come Hither) Boons: Blessing of Health/Curse of Frailty (Health ••) Life Stealing: Succubi can only regain Legend by draining life energy. She does so through intimate contact. The victim need not be willing, although she must clinch and pin such a subject in order to use this attack. When she
makes contact, she pits her (Manipulation + Empathy + Legend) against the subject’s (Willpower + Integrity + Legend). If she wins, she steals away one health level (taken as bashing damage) and gains a point of Legend. Poison Stinger: In demonic form, her tail has a stinger with a paralytic poison. This poison has Tolerance —, Damage paralysis for 3-30 ticks, Toxicity 6, Penalty -2 (successes on resisting the Toxicity reduce the duration, which is determined by rolling three ten-sided dice and adding them). She can only use this poison once per hour. Shapeshifting: Succubi, like so many seductresses of legend, can assume the form of any normal man or woman. She cannot, however, impersonate a specific person: She can only create broad characteristics for herself (hair color, skin tone and the like). She can re-assume any form that she has previously used with perfect accuracy, though. Join Battle: 6 Attacks: Claw: Accuracy 5, Damage +3L, Parry DV 3, Speed 4 Clinch: Accuracy 5, Damage +3B, Parry DV —, Speed 6, P Tail Sting: Accuracy 6, Damage +3L + poison, Parry DV 3, Speed 4 Soak: 2L/4B Health Levels: -0/-1/-1/-2/-2/-4/Incap Dodge DV: 4 Willpower: 6 Legend: 3 Legend Points: 9
Note: The above stats for the Succubi are taken from the Scion Companion. Stats for the Greater Succubi and Naamah are based on the above stats but have been upgraded.
GREATER SUCCUBI Attributes: Strength 3, Dexterity 5, Stamina 5; Charisma 6, Manipulation 6, Appearance 6; Perception 5, Intelligence 4, Wits 4 Virtues: Ambition 2, Malice 2, Rapacity 4, Zealotry 4 Abilities: Art 3, Athletics 3, Awareness 4, Brawl 2, Command 5, Empathy 5, Fortitude 2, Larceny 3, Occult 4, Politics 2, Presence 4, Stealth 3 Supernatural Powers: Epic Attributes: Epic Dexterity 1 (Perfect Partner), Epic Stamina 2 (Damage Conversion, Extended Youth), Epic Charisma 4 (Benefit of the Doubt, Blessing of Importance, Charmer, Engender Love), Epic Manipulation 3 (Blurt It Out, Gods’ Honest, Knowing Glance), Epic Appearance 5 (Center of Attention, Come Hither, Lasting Impression, Meet Me Backstage, Perfect Actor) Boons: Blessing of Health/Curse of Frailty (Health ••) Life Stealing: Succubi can only regain Legend by draining life energy. She does so through intimate contact. The victim need not be willing, although she must clinch and pin such a subject in order to use this attack. When she makes contact, she pits her (Manipulation + Empathy + Legend) against the subject’s (Willpower + Integrity + Legend). If she wins, she steals away one health level (taken as bashing damage) and gains a point of Legend.
Poison Stinger: In demonic form, her tail has a stinger with a paralytic poison. This poison has Tolerance —, Damage paralysis for 3-30 ticks, Toxicity 6, Penalty -2 (successes on resisting the Toxicity reduce the duration, which is determined by rolling three ten-sided dice and adding them). She can only use this poison once per hour. Shapeshifting: Succubi, like so many seductresses of legend, can assume the form of any normal man or woman. She cannot, however, impersonate a specific person: She can only create broad characteristics for herself (hair color, skin tone and the like). She can re-assume any form that she has previously used with perfect accuracy, though. Join Battle: 7 Attacks: Claw: Accuracy 8 (+1), Damage +5L, Parry DV 4, Speed 4 Clinch: Accuracy 8 (+1), Damage +5B, Parry DV —, Speed 6, P Tail Sting: Accuracy 9 (+1), Damage +5L + poison, Parry DV 4, Speed 4 Soak: 5B/3L/2A Health Levels: -0/-0/-0/-1/-1/-3/Incap Dodge DV: 9 Willpower: 8 Legend: 6 Legend Points: 36
NAAMAH, QUEEN OF THE SUCCUBI Attributes: Strength 4, Dexterity 6, Stamina 6; Charisma 8, Manipulation 8, Appearance 8; Perception 6, Intelligence 5, Wits 4 Virtues: Ambition 4, Malice 3, Rapacity 5, Zealotry 4 Abilities: Art 3, Athletics 4, Awareness 4, Brawl 2, Command 5, Empathy 5, Fortitude 4, Larceny 3, Marksmanship 4, Melee 4, Occult 4, Politics 5, Presence 5, Stealth 3 Supernatural Powers: Epic Attributes: Epic Strength 2 (Holy Bound, Knockback Attack), Epic Dexterity 3 (Cat’s Grace, Escape Artist, Perfect Partner), Epic Stamina 4 (Damage Conversion, Extended Youth, Regeneration, Self-Healing), Epic Charisma 7 (all Knacks), Epic Manipulation 5 (Blurt It Out, Gods’ Honest, Knowing Glance, Overt Order, Stench of Guilt), Epic Appearance 7 (all appropriate Knacks) Boons: Blessing of Health/Curse of Frailty (Health ••) Life Stealing: Naamah can only regain Legend by draining life energy. She does so through intimate contact. The victim need not be willing, although she must clinch and pin such a subject in order to use this attack. When she makes contact, she pits her (Manipulation + Empathy + Legend) against the subject’s (Willpower + Integrity + Legend). If she wins, she steals away one health level (taken as bashing damage) and gains a point of Legend. Poison Stinger: In demonic form, Naamah’s tail has a stinger with a paralytic poison. This poison has Tolerance —, Damage paralysis for 3-30 ticks, Toxicity 6, Penalty -2 (successes on resisting the Toxicity reduce the
duration, which is determined by rolling three ten-sided dice and adding them). She can only use this poison once per hour. Shapeshifting: Naamah, like so many seductresses of legend, can assume the form of any normal man or woman. She cannot, however, impersonate a specific person: She can only create broad characteristics for herself (hair color, skin tone and the like). She can re-assume any form that she has previously used with perfect accuracy, though. Join Battle: 8 Attacks: Berretta: Accuracy 11 (+4), Accuracy +4L, Parry DV --, Speed 4, Tag P, Range 20’ Spatha: Accuracy 11 (+4), Damage +9L (+2), Parry DV 6, Speed 4 Claw: Accuracy 8 (+4), Damage +5L (+2), Parry DV 4, Speed 4 Clinch: Accuracy 8 (+4), Damage +5B (+2), Parry DV —, Speed 6, P Tail Sting: Accuracy 9 (+4), Damage +5L (+2) + poison, Parry DV 4, Speed 4 Soak: 13B/10L/4A Health Levels: -0 x 13/Incap Dodge DV: 13 Willpower: 9 Legend: 8 Legend Points: 64
GULON aka Jerff, Vielfras Olaus Magnus- "He is as great as a great dog, and his ears and face are like a cat's: his feet and nails are very sharp; his body is hairy, with long brown hair, his tail is somewhat shorter, but his hair is thicker, and of this they make brave winter caps. Wherefore this creature is the most voracious; for, when he finds a carcasse, he devours so much, that his body, by over-much meat, is stretched like a drum, and finding a streit passage between trees, he presseth between them, that he may discharge his body by violence; and this being emptied, he returns to the carcasse and fills himself top full." The Gulon is a creature of gluttony and can serve as a gift to an individual favored by Macuilxochitl. It stands around 34” tall at the shoulder and weighs around 150 pounds. The Gulon will eat anything, but prefers meat. Gulon overeats, and then has to squeeze himself between 2 trees to push the food through his system- then it returns to eat again. The Gulon has a natural soak of +2B/+1L due to its heavy, shaggy coat. Type: Titanspawn; Creature ●●●● Attributes: Str 3, Dex 2, Sta 5, Cha 1, Man 2, App 2, Per 5, Int 2, Wits 3 Virtues: Ambition 2, Malice 1, Rapacity 5, Zealotry 2
Abilities: Animal Ken 4, Athletics 3, Awareness 4, Brawl 3, Fortitude 5, Investigation 2, Larceny 2, Stealth 2, Survival 5 Epic Attributes: Epic Perception 1 (Predatory Focus), Epic Stamina 2 (Devourer, Inner Furnace, Internal Refinery), Epic Strength (Holy Rampage) Supernatural Powers: None Willpower: 7 Legend: 3 Join Battle: 7 Dodge DV: 4 Soak: 9B/6L/2A Health Levels: 0/-0/-0/-0/-0/-0/-0/-0/-2/Incap Weapon/Attack Bite: Accuracy 6, Damage +5L, Def --, Speed 6 Claw: Accuracy 5, Damage +5L, Def --, Speed 4 Trophy: The trophy from the Gulon is its shaggy coat. A talented leatherworker can turn one Gulon pelt into a cape that soaks +1B damage. Two pelts made into a cloak gives its wearer +2B/+1L soak.
*Note: The Heart and Wealth Purviews can be found at: http://wiki.whitewolf.com/whitewolf/index.php?title=Fan_Made_Purviews.
All images in this document have been taken from various places on the Internet. I make no claims of ownership to them and will gladly remove them from this document at the owner’s wishes. Written descriptions of any deity from White Wolf’s Scion products are the creation of White Wolf and its staff. I have merely edited said versions to fit my idea of the Yankee Pantheon. The PSP, Liberty, is my own creation as is Ahuiateteo, the Titan of Excess, its Avatars, and the Gulon. The Succubi was based on the succubus presented in Scion Companion and has been edited to include Greater Succubi and Naamah, Queen of the Succubi. Please feel free to adapt this document in your Scion game. If you do so, please drop me a line at
[email protected] to let me know. Please feel free to offer suggestions for changes and additions to the above email address. I’m only one person with one view and appreciate another’s. Please feel free to add gods, creatures, and Avatars to this document. Again, please let me know if you do and I’ll add them to mine. Thank you for reading.