Daikamikaiju Pantheon
The Daikamikaiju Pantheon is a newly formed pantheon comprised of the founding members of the Gojira Protection Agency (GPA) as well as the members of GPA Team 201. They are dedicated to protecting and preserving the World’s Guardian Monsters as well as reviving the ones that have died. They believe that the Guardian Monsters will serve a vital role in the war against the Titans sometime in the future.
Virtues: Conviction, Duty, Intellect, Loyalty
Kaijuisei Purview
The Kaijuisei Purview is the Pantheon-Specific Purview of the Daikamikaiju Pantheon. Its function is to make their jobs of protecting the Guardian Monsters easier.
Detect Kaiju
Dice Pool: Perception + Empathy
Cost: 1 Legend
This boon allows the Scion to determine if there is a kaiju in the area. It could be active, sleeping, or hidden. To use this power, the Scion roles Perception + Empathy and spends 1 Legend. If successful, the Scion can determine if there is indeed a kaiju in the area. Additional successes can help determine its general location.
Kaiju Communication
Dice Pool: Intelligence + Animal Ken
Cost: 2 Legend
This boon allows its user to communicate with the kaiju. Although it may function similar to Animal Communication, it does have some differences. For one, this boon must be activated. Second, when the boon is active the user can communicate with any kaiju regardless of its apparent species.
G-Force Alert
Dice Pool: Conviction
Cost: None
If the Scion has a suspicion that G-Force Operatives may be in the area (or just wants to check), she rolls her Conviction pool. If successful, she gets an alert if there are any such operatives within a range of her (Legend x2) miles. This power lasts for an entire scene so it stays active once activated and issues an alert if any G-Force Operatives enter the radius.
Summon Allies
Dice Pool: None
If the Scion ends up in a situation where she is in serious trouble, she can call for help. By spending a point of Legend, she sends out a distress signal that can be detected by any Daikamikaiju Scions or Gods with a radius of the caller’s (Legend squared) miles. Those who receive the distress signal will automatically do any and everything in their power to get to the source of the signal as quickly as possible.
Blessing of the Guardian
Cost: 1 Legend + 1 Willpower
This boon is only used on kaiju eggs. When a Scion comes across a kaiju egg that he doesn’t know who it belongs to, he rolls his Intelligence + Animal Ken and spends 1 Legend + 1 Willpower. Each success scored on the roll adds a cumulative 10% chance that the baby kaiju inside will become a Guardian Monster.
Hidden Kaiju
Dice Pool: Dexterity + Stealth
Cost: 3 Legend + 1 Willpower
If the Scion believes (or knows) that a kaiju egg or baby kaiju has been discovered and targeted by G-Force, he can hide it and make it harder to find. To do so, he takes the egg or baby to a hiding place, rolls Dexterity + Stealth and spends 3 Legend and 1 Willpower. Every success on the roll adds +2 to the difficulty for the enemies’ Perception + Awareness roll (which probably won’t start at 0 anyway).
Kaiju’s Fury
Cost: 10 Legend and 1 Willpower
This boon is rather unique and is often saved as a last resort. When engaged in a fight that they feel they may lose, the Scion spends 10 Legend and 1 Willpower. Doing this grants them one special power of a random kaiju (i.e. Godzilla’s heat beam, Biollante’s corrosive sap, etc.) for one action. The reason that this is usually only used as a last resort is that after the random special power has been used, the Scion is often knocked to incapacitated and remains in a coma-like state for at least a week. Even gods suffer from this side effect.
Summon Kaiju
Dice Pool: Charisma + Animal Ken
Cost: 10 Legend or 20 Legend.
If the god decides that she needs the help of one of the Guardian Monsters, she uses this boon to summon them. To do so, she rolls her Charisma + Animal Ken and spends 10 Legend. This allows her to summon 1 monster for every 5 successes within a radius of her (Legend squared) miles. If she instead opts to spend 20 Legend, she can summon 1 monster for every 5 success from anywhere in the World. Those monsters (Guardian Monsters only) that receive the call do everything in their power to get there as quickly as possible.
Create Kaiju
Cost: 20 Legend
Using this boon, the god can create a new Guardian Monster. To do so, he takes one cell from an animal of his choice, rolls Intelligence + Animal Ken and spends 20 Legend. If the roll succeeds, the god creates a very large egg in which the new monster forms. When the egg hatches, a new kaiju will emerge. Kaiju created in this way are always Guardian Monsters. Kaiju created in this way are also comprised of only one species of animal. If the god wants a monster of mixed species he must use Create Kaiju in conjunction with Hybrid Chimera. If the god wants a plant monster, he must use Create Kaiju in conjunction with Impossible Hybrid. Whatever type of creature comes out of the egg, it will eventually develop its own special powers.
Ultra Form
Cost: 20 Legend and 1 Willpower
When a god has come face to face with an evil kaiju (mutant or space monster) or a corrupted Guardian Monster, she may be in trouble. Although some prefer to use mechs to fight monsters, this may not always be an option. In such a case, the god spends 20 Legend and 1 Willpower. When this happens, the god transforms into an armored warrior the size of an average adult kaiju. Although their mental and social stats remain the same, they take on the physical stats of Godzilla. In this form, they can take on a kaiju without a mech. This is still not an easy task as many kaiju are incredibly powerful and may require more than just one Ultra Form god or monster to defeat.
Asibu
Asibu is the god of modern medicine. In his mortal life he was a military medic and doctor who did his best to heal anyone who had been injured. This included an injured baby kaiju that he found, but unfortunately was unable to save it from G-Force. He would join the GPA and became Team 201’s official medic. Asibu felt out of place with the Pesedjet. So when he heard that Kaijuta was forming the Daikamikaiju, he joined the venture immediately. Those who meet Asibu describe him as a kind and determined person.
In the World, Asibu has been a doctor, a paramedic, a pharmacist, and a military medic. He is always keeping an eye out for injured kaiju no matter what he is doing.
Scions of Asibu inherit their father’s skill with medicine. They often take jobs in the medical field, but exactly what kind of doctor they are varies from individual to individual. Some prefer to be pharmacists than doctors, but they usually end up working with medicine one way or another.
Favored Abilities: Academics, Awareness, Empathy, Integrity, Medicine, Science
Associated Powers: Epic Charisma, Epic Perception, Epic Intelligence, Health, Guardian, Kaijuisei
Rivals: Caratacus, Tyrantus, Apollo, Set, Ares, Aedan, Aniketos
Ilektronikos
Ilektronikos is the goddess of computers. In her mortal days, she was an expert on computers and an incredibly skilled hacker. A member of the Gojira Protection Agency, she was in charge of getting information from G-Force databases that could be used to counter them. When Kaijuta decided to split off and form his own pantheon, she was invited to join. She accepted the offer almost immediately. Those who meet her describe her as a kind and shy, yet driven woman.
When in the World, Iletronikos has been a computer programmer for Microsoft and Apple, a computer engineer, and a hacker. No matter what role she takes on, she is always doing something for the GPA.
Scions of Ilektronikos inherit their mother’s computer skills. They are often the best hackers the World has ever seen and many of them become professional programmers.
Favored Abilities: Academics, Awareness, Craft, Integrity, Investigation, Science
Associated Powers: Epic Dexterity, Epic Intelligence, Epic Wits, Kaijuisei
Rivals: Aphrodite, Sif, Atimos, Raiden, Amaterasu, Tyrantus, Minerva, Caratacus, Zargax
Kaijuta
Kaijuta is the god of monsters. In his mortal days, Kaijuta was a biologist who was aware of the existence of supernatural creatures, including the kaiju. Fascinated by the kaiju, he dedicated his life to studying them and eventually came to the conclusion that many of the World’s kaiju were its protectors. He dedicated his life to spreading this message, which gained the ire of G-Force who tried to silence him on many occasions. Before reaching godhood, Kaijuta founded the Gojira Protection Agency to combat G-Force. Kaijuta never got along with Amaterasu as she did not consider him traditional enough. When she forbade him from continuing his work with the GPA, Kaijuta left the Amatsukami. He then tracked down his fellow founding members, as well as the members of Team 201 and invited them to join him in founding a new pantheon: the Daikamikaiju. As the pantheon’s creator, Kaijuta is the leader of the Daikamikaiju. Kaijuta is a dedicated individual who will do whatever it takes to achieve his goals.
In the World, Kaijuta only serves as an activist for the rights of the kaiju.
Scions of Kaijuta are equally dedicated individuals. Although not all of them agree with his stance on the kaiju, they must swear a fatebinding oath never to harm to guardian monsters before Kaijuta grants them any birthrights.
Favored Abilities: Animal Ken, Command, Control, Integrity, Occult, Science
Associated Powers: Epic Dexterity, Epic Stamina, Epic Charisma, Animal, Chaos, Guardian, Psychopomp, Kaijuisei
Rivals: Amaterasu, Aniketos, Atimos, Tyrantus, Zargax, Caratacus, Ares
Kefilwe
Kefilwe is the god of mythology. In his mortal days, Kefilwe was a scholar dedicated to the study of mythology, folklore, and the occult. His studies led to the discovery of the kaiju as well as his eventual joining of the GPA. Although he was treated very well in the Loa Godrealm, he never truly felt like he belonged there. In fact, he felt that he belonged with his companions in the GPA. So when Kaijuta announced that he was forming the Daikamikaiju, Kefilwe joined immediately. He is the ultimate occult scholar. Those who meet him describe him as a driven individual who is mainly interested in expanding his knowledge.
In the World, Kefilwe takes on roles that allow him to continue his research. He has been a cryptozoologist, a mythologist, and a professional storyteller.
Scions of Kefilwe inherit his fascination with mythology and the occult. They usually specialize in one area of this particular study and seem to express no interest in other fields.
Favored Abilities: Academics, Empathy, Integrity, Investigation, Occult, Science
Associated Powers: Epic Charisma, Epic Perception, Epic Intelligence, Death, Magic, Mystery, Prophesy, Kaijuisei
Rivals: Tyrantus, Kalfu, Caratacus
Madu
Madu is the god of documentaries. In his mortal days, he was a conservationist who spread his message in a manner similar to Steve Irwin. Upon his discovery of the kaiju, he included them in his message as well. Upon his visitation (learning that he was a Scion of Stervin), he continued to spread his message and eventually joined the GPA. Madu found that the older members of the Pesedjet found him slightly annoying. So when Kaijuta formed the Daikamikaiju, he joined the venture immediately. Those who meet him describe him as enthusiastic, energetic, and optimistic.
In the World, Madu takes on roles that allow him to spread his message. He has been a nature show host, a zoo keeper, and a zoologist.
Scions of Madu are similar to him and enjoy documenting things they are passionate about. They often inherit his conservationist views, but not to the degree that he has. They are almost always documentarians who film various subjects of interest and comment on them.
Favored Abilities: Animal Ken, Awareness, Control, Fortitude, Presence, Survival
Associated Powers: Epic Dexterity, Epic Stamina, Epic Charisma, Epic Perception, Epic Wits, Animal (kaiju), Guardian, Kaijuisei
Rivals: Atimos, Set, Loki, Aniketos
Magonette
Magonette is the goddess of revived monsters. As a daughter of Baron Samedi, she was already aware of the supernatural from an early age, including the kaiju. When she expressed her opinion of the kaiju (an opinion that differed from most people), her brother betrayed her to G-Force. Magonette was the lone survivor of the G-Force attack and would later join the GPA. Her growing expertise in the Death purview led her to search for the souls of fallen Guardian Monsters in order to resurrect them. She has revived several dead Guardian Monsters, bringing some back to life and salvaging the remains of others to make into cyborgs. Magonette was not very popular with the Loa. She was told that she was causing an imbalance by bringing fallen Guardian Monsters back to life and that those that had been made into cyborgs were suffering a fate worse than undeath. She grew quite irritated with them, especially when her father forbade her from bringing back any more of them. When she heard that Kaijuta was forming a new pantheon, she left the Loa immediately to join him. Those who meet Magonette describe her as a kind and driven, but somewhat angry woman. They speculate that her anger is derived from her brother’s betrayal.
In the World, Magonette has served a variety of unusual roles. She has been a fairground fortuneteller, the host of a Ghost Hunter-like show, and a séance director.
Scions of Magonette are similar to their mother, but also vary greatly in personality and worldview.
Favored Abilities: Awareness, Control, Investigation, Marksmanship, Occult, Stealth
Associated Powers: Epic Dexterity, Epic Appearance, Epic Intelligence, Epic Wits, Darkness, Death, Moon, Kaijuisei
Rivals: Tyrantus, Zargax, Caratacus
Mazatl
Mazatl is the god of modern technology and invention. In his mortal life, he was an inventor who created many unique, but unusual devices. After being kidnapped by G-Force and forced to build Moguera, he was rescued by the GPA, who he immediately joined. Mazatl would design and build several mechs for the GPA and his designs are still used. Mazatl always felt uncomfortable with the Atzlanti. Although he never openly admitted it to any of the other gods, he did not agree with their bloodthirsty ways. When he heard that Kaijuta was forming a new pantheon, he leapt at the opportunity to leave the Atzlanti. Those who meet Mazatl describe him as a frail geek who is completely absorbed in his work.
In the World, Mazatl takes on roles that allow him to continue building things. He has been an inventor, a construction worker, and an engineer.
Mazatl’s Scions inherit their father’s love of building things and many of them also inherit his geeky tendencies and gawkiness. They are not always inventors, but they love to build and create things.
Favored Abilities: Academics, Control, Craft, Empathy, Marksmanship, Science
Associated Powers: Epic Dexterity, Epic Charisma, Epic Intelligence, Chaos, Earth, Magic, Kaijuisei
Rivals: Hephaestus, Tyrantus, Caratacus, Loki, Kronos Benton, Gottlieb
Oonagh
Oonagh is the goddess of snipers. She was unique among the Tuatha in that she is of Iranian descent. In her mortal life, she was a sniper for the military. During her early Scion adventures, she was tricked into destroying some kaiju eggs by a G-Force strike team. During this attack, she was captured by the GPA who told her the truth about the eggs and the Guardian Monsters. Horrified by what she had done, she joined the GPA to redeem herself. Oonagh felt out of place in the Tuatha. Despite their warm and welcoming greeting of her arrival, she never felt like she belonged there. When she heard that Kaijuta was forming the Daikamikaiju, she joined the new pantheon immediately. Those who meet Oonagh describe her as a kind and dedicated woman who seems to harbor some self resentment and guilt.
In the World, Oonagh takes on roles that allow her to do what she likes and what she is good at, but that allow her to continue to redeem herself. She has been a rescue worker and a UN soldier.
Scions of Oonagh inherit their mother’s skill with a gun, but are usually not military. In fact, her Scions come from all walks of life and are more varied in skills and personalities than Zeus’ children. They also inherit her dedication as they are highly determined people.
Favored Abilities: Athletics, Awareness, Craft, Integrity, Marksmanship, Stealth
Associated Powers: Epic Dexterity, Epic Stamina, Epic Perception, Epic Wits, Darkness, Moon, Kaijuisei
Rivals: Caratacus, Tyrantus, Zargax, Minerva, Loki, Hermes, Hera
Readeru
Readeru is the god of leaders. In his mortal days, he was an incredibly talented military commander who rose through the ranks in record time. A conservationist by nature, he believed in respect for all living things (with the exception of servants of the Titans and Titanspawn) including the kaiju. His outspoken viewpoint earned him the ire of G-Force, who attempted to kill him. Surviving his assassination attempt thanks to the timely arrival of the GPA, he joined them and quickly gained a position as the leader of Team 201. Readeru never felt truly welcome in the Amatsukami. Amaterasu felt threatened by his natural leadership skills and as a result they did not get along. He grew quite frustrated. When Kaijuta told him that he was leaving to form a new pantheon, Readeru joined him immediately. He is now Kaijuta’s second-in-command. Those who meet Readeru describe him as a kind, gentle, and respectful person.
In the World, Readeru has served a variety of roles. He has been a scoutmaster, a military commander, and a tour guide.
Scions of Readeru inherit his leadership skills, as well as his beliefs of respect for nature. They may not necessarily agree with all of his viewpoints, but they do inherit most of them.
Favored Abilities: Animal Ken, Athletics, Awareness, Command, Marksmanship, Presence
Associated Powers: Epic Dexterity, Epic Stamina, Epic Charisma, Epic Manipulation, Epic Perception, Darkness, Fertility, War, Mystery, Kaijuisei
Rivals: Amaterasu, Axthauc, Atimos, Tyrantus, Caratacus, Ares, Zeus
Rompot
Rompot is the god of robotics. In his mortal days, he was an inventor who built some rather unusual devices. After joining the GPA, he became one of their main mech engineers and has invented several devices to improve their mechs. Although he was quite happy being in the Dodekatheon, he disliked the fact that it took away time from defending the Guardian Monsters. So, when Kaijuta announced that he was forming a new pantheon, he leapt at the opportunity to join. Those who meet him describe him as a mild mannered, but ambitious and driven geek.
In the World, Rompot has served many roles, all of which put his mechanical skills to use. He has been a toy robot designer, an engineer for military robots, and an inventor of unusual devices.
Scions of Rompot share his love of building things. They are often great inventors in their own right and many are skilled mechanics. They also inherit is geeky mannerisms and are often socially awkward.
Favored Abilities: Academics, Awareness, Control, Craft, Marksmanship, Science
Associated Powers: Epic Perception, Epic Intelligence, Epic Wits, Earth, Kaijuisei
Rivals: Raiden, Amaterasu, Atimos, Gottlieb, Zargax, Tyrantus
Thurik
Thurik is the god of combat. In his mortal life, he was a soldier by trade. Unfortunately, he has a short temper, which eventually caused him to be discharged. After several runs of bad luck, including an assassination attempt by G-Force, he joined the GPA. Thurik would fight G-Force strike teams on many occasions and proved himself a valuable asset. He was transferred to Team 201 when his original team was killed in an attempt to invade a G-Force base. While in the Aesir, Thurik would have a falling out with Odin. He grew incredibly tired of Odin’s pessimistic and fatalistic attitude. When he heard that Kaijuta was forming a new pantheon, he left the Aesir immediately to join the Daikamikaiju. Those who meet Thurik describe him as a genuinely caring person, but frightening when angered.
In the World, Thurik has taken on roles that allow him to put his fighting skills to use. He has been an illegal street fighter, an ultimate fighter, a soldier, a mercenary, and a boxer.
Scions of Thurik inherit their father’s fighting skills. Unfortunately, they also inherit a portion of his temper. Although not quite as quick to anger as he is, they do get angry easily.
Favored Abilities: Athletics, Awareness, Brawl, Fortitude, Marksmanship, Melee
Associated Powers: Epic Strength, Epic Dexterity, Epic Stamina, Epic Perception, Epic Wits, War, Kaijuisei
Rivals: Aedan, Halvdan, Ares, Hachiman, Tyrantus, Adalbert, Caratacus, Odin
Eyugul: Daikamikaiju Godrealm
Eyugul, the godrealm of the Daikamikaiju Pantheon, is somewhat unique. It appears to be an island surrounded by water. This island is the Overworld’s version of Monster Island and it is much larger than it actually appears. The gods of the pantheon live in peace with the various kaiju that inhabit the island, most of which are World Guardians that they have revived. The axis mundi lies on a small separate island a few hundred miles away. From afar, Eyugul Monster Island appears to be an ordinary pacific island. However, when one gets up close, they realize that not only is the island full of various monsters, but there is also a castle in the center of the island surrounded by a large city.
Monster Island
Monster Island has the appearance of a typical, but overly large tropical island. It has areas of dense trees and areas of flat lands. The monsters that live here seem to have no problem navigating through even the thick forest areas.
Eyugul City
In the center of Monster Island is Eyugul City, the home of the Daikamikaiju Pantheon. Eyugul City is enormous as it has been constructed so that the streets are big enough for the local kaiju to pass through without having to crash through buildings. It looks like a typical modern metropolis (only much bigger) with a castle in the center. There are too many buildings to list, so this will only cover the highly important ones.
Castle Kaiju
In the center of the city is Castle Kaiju. Castle Kaiju has the appearance of a medieval castle inside and out, but does have all the modern amenities inside. As the leader of the pantheon, this is where Kaijuta makes his home. Madu and Readeru also live here. The castle is big enough on the inside that they can go for a long time without seeing each other unless they want to.
Kefilwe’s Library
Kefilwe’s Library has the appearance of a modern day public library, but inside it is significantly larger than even the biggest library in the World. Also, all the books pertain to either mythology or occult knowledge.
Asibu’s Hospital
Despite the large size of the streets, occasionally people will be injured by one of the kaiju (usually by accident). When that happens, they end up at Asibu’s Hospital, which has the appearance of a modern day hospital but can hold and serve more patients than one in the World can financially handle.
Oonagh’s Shooting Gallery
Oonagh, the goddess of snipers, spends her time at her shooting gallery. This place appears to be a modern facility that people would go to get some target practice with their guns.
The Laboratory
The Laboratory is actually two sanctums in one. From the outside, it appears to be a plain square building of no particular interest. Inside there are two doors. One leads to Mazatl’s lab where he spends his time inventing things and the other leads to Ilektronikos’ computer lab. Both are large enough that they shouldn’t be able to fit inside the building.
Thurik’s Barracks and Fighting School
This is where the god of combat spends his time. The Barracks and Fighting School are both located in the same building, which has the appearance of a karate dojo on the outside, but with two doors. One door leads to the barracks, where trainees sleep. The other door leads to the fighting school, where Thurik trains people in the combat arts.
Rompot’s Factory
Rompot’s Factory has the appearance of a large modern day automobile factory. Inside, Rompot spends his time building various mechanical devices like combat suits, robots, and mechs.
Since the Siege: Pure Horror
As the sponsor of G-Force, Puros has a problem with the Daikamikaiju. As such, he is the one who has laid siege to their realm. The waters surrounding the island have become perfectly clear and eerily still and some of the areas on the edge of the Island have been overly purified as well. The monsters that inhabit the far edges of the island have also been affected by Puros’ influence and are now working for Puros. These purified monsters have been attacking the city and fighting with the other monsters that inhabit the island. The Daikamikaiju have only two options to counter this: either learn some boons from the Corruption purview in order to undo the purification process or kill the purified monsters.
Ouzaga: Daikamikaiju Underworld
Ouzaga, the Daikamikaiju Pantheon’s Underworld, is an unusual place. It is a large island similar to Monster Island, but divided into two segements: Daiba, the place where the souls of the heroic as well as the good people living from day to day go, and Rantor, where the especially wicked go. In the middle of the island straddling both sides is Castle Gojira, which is where Magonette makes her home.
Castle Gojira
Named after Godzilla (using his original name), Castle Gojira is where Magonette makes her home and from where she keeps an eye on the events in the Underworld. Castle Gojira looks almost exactly like Castle Kaiju.
Daiba
Daiba is the section of Ouzaga where the souls of the good and heroic go, both mortal and kaiju. Here these souls have an afterlife of relaxation and luxary and mortals and monsters get along harmoniously. Daiba has the appearance of a 5-star beach resort.
Rantor
Rantor is where the wicked go after death, both mortal and kaiju. However, unlike Daiba, Rantor is divided into two sub segments: one for mortals and one for monsters. The section for monsters has the appearance of an open field where the evil kaiju experiences its death over and over. Very few Guardian Monsters end up here. It’s mostly mutant and space monsters. The section for mortals has the appearance of a modern city, which is attacked by a monster every two hours. The evil souls that inhabit this section must go through the horrors of a kaiju attack over and over again.
Sarava Pantheon
The Sarava are a newly formed pantheon made up of Scions from several different pantheons. Upon reaching godhood, each of them decided that it would be better for everybody involved for the group to stay together and opted to form a new pantheon instead of joining their old ones. The Sarava are unique among the gods in that each member is a college student, college graduate, or graduate student as well as a gaming nerd. They are also known as the Guardians of Fort Worth.
Virtues: Expression, Intellect, Harmony, Valor
Luck Purview
The Luck Purview is the pantheon specific purview of the Sarava Pantheon. Those who have this purview gain a certain number of luck points depending on the level of the purview they have access to. In order to use these luck points, the Scion spends a number of Legend points equal to twice the amount of luck points they want to use. Luck points can either be used to reroll a single dice roll or they can be used to increase the odds of an event occurring in their favor by 5% per luck point. The Luck points refresh at the end of a story.
Luck Score
Luck Points
1
2
3
4
7
5
11
6
16
22
8
29
9
37
10
46
Antonina
Antonina is the Goddess of Love. Although not one of the original members of the band, she would join the Sarava later in their divine careers. She quickly established herself as being very flirtatious and gained several male admirers throughout the World. Antonina is a bit of a nerdy girl, fitting in with the pantheon perfectly, but is also incredibly beautiful. Even people that look down on and pick on nerds and geeks find her irresistible.
When in the World, Antonina takes on a variety of roles, usually ones that help people find or keep love. She has been the owner of a dating service, a marriage counselor, and a professional matchmaker.
Antonina's Scions are a lot like their mother. Happy, attractive, and flirtatious people with a bit of a nerdy streak. Some, like her, are genuine in their feelings toward others, while others are players in the truest since of the word.
Favored Abilities: Awareness, Command, Empathy, Integrity, Marksmanship, Presence
Associated Powers: Epic Dexterity, Epic Charisma, Epic Appearance, Epic Perception, Purification, Psychopomp, Sky, Magic, Luck
Rivals: Bastet, Isis, Set, Aphrodite, Artemis, Hera, Zeus, Baldur, Frigg, Tlalzolteotl, Amaterasu, Raiden, Citlalmina, Minerva, Kanya
Aristodemos
Aristodemos is the God of the Sun. He is a very bright individual, in attitude, looks, and intellect. Although he was not one of the original members of the band, he quickly befriended them when he joined. Aristodemos is the bookworm of the group and can be found reading more often than partaking in the gaming activities the others enjoy.
When in the World, Aristodemos takes on roles that either keep him close to books or allow him to enjoy the sun. He has been a librarian, a bookstore owner, a beach lifeguard, and a meteorologist.
Scions of Aristodemos are lesser version of their father. However, not all of them share his enthusiasm for books. They usually inherit only two out of his three aspects of brightness.
Favored Abilities: Academics, Awareness, Investigation, Occult, Politics, Science
Associated Powers: Epic Appearance, Epic Charisma, Epic Intelligence, Fire, Guardian, Sky, Sun, Luck
Rivals: Atum-Re, Set, Apollo, Frigg, Odin, Hel, Amaterasu, Aniketos, Kanya
Bonita
Bonita is the goddess of nature. She was not one of the original members of the group, but joined them shortly before they reached godhood. She enjoys all the nerdy activities that the others partake in but is also an avid outdoorswoman. She loves going camping, fishing, hunting, hiking, etc.
When in the World, Bonita has taken on roles that keep her close to nature. She has been a Girl Scouts Den Mother, a park ranger, and a biologist.
Bonita's Scions are fascinated by the natural world. However, not all of them are as avid about its preservation as others. While most of them enjoy spending time in the wilderness, some of the others greatly dislike it and would prefer to see it cut down.
Favored Abilities: Animal Ken, Athletics, Awareness, Fortitude, Marksmanship, Survival
Associated Powers: Epic Dexterity, Epic Stamina, Epic Perception, Epic Wits, Animal (grizzly bear), Darkness, Earth, Fertility, Guardian, Luck
Rivals: Geb, Sobek, Artemis, Sif, Raiden, Damballa, Magonette, Zargax, Skylos Andras, Kynigi
Brosa
Brosa is the God of Just War. Unlike most war gods, he considers war a last resort and will only start one if absolutely necessary. He is a calm individual but does sometimes have a tendency to be a bit impulsive and he is driven by compassion.
When in the World, he takes on a soldier's role during times of war only if he feels the war is for a just cause. When not at war, he spends his time working for charities to make up for his actions during wars.
His Scions are often much like him. Not all of them share his views of justice, but those who act in a noble manner gain more favor.
Favored Abilities: Athletics, Brawl, Medicine, Melee, Presence, Thrown
Associated Powers: Epic Strength, Epic Dexterity, Epic Stamina, Epic Appearance, Epic Intelligence, Epic Wits, Guardian, Justice, Sky, War, Luck
Rivals: Ares, Thor, Set, Sobek, Loki, Vidar, Huitzilopochtli, Raiden, Kalfu, The Morrigan, Sun Wukong, Thurik, Hiroto, Atimos, Axthauc, Aniketos, Aedan. Adalbert, Caratacus, Tyrantus
Kanya
Kanya is the Goddess of the Moon and Aristodemos' older sister. Like her brother, she is not one of the original members of the group, but joined them when he did. She is the complete opposite of her brother. While he is a very happy person, she is very sullen and withdrawn. Many describe her as dark and mysterious. She is the least nerdy member of the pantheon and tends to keep to herself rather than join their games.
When in the World, Kanya takes mostly takes on roles that allow her to come out at night. She has been a night watchman, an astronomer, and an astrologer.
Kanya's Scions are often loners like her. They tend to be mysterious individuals and many of them are not trusted as a result.
Favored Abilities: Athletics, Fortitude, Integrity, Larceny, Melee, Stealth
Associated Powers: Epic Dexterity, Epic Manipulation, Epic Wits, Chaos, Darkness, Frost, Illusion, Moon, Luck
Rivals: Anubis, Atume-Re, Osiris, Aphrodite, Artemis, Dionysus, Hermes, Zeus, Baldur, Freya, Hel, Loki, Raiden, Baron Samedi, Erzulie, Atimos, Antonina, Aristodemos
Michiko
Michiko is the Goddess of Spirits and Wisdom. She is often quiet and shy, but is very kind, gentle, and an absolute sweetheart.
When in the World, Michiko has been a naturalist, an animal rescuer, a priestess, and a social activist.
Michiko’s Scions are mostly adopted. Since she doesn’t have access to the Magic purview, she seeks Saburou’s help for performing the ritual. Her adopted scions are those who care for the world and are spiritual in some way. They need to understand Yin and Yang.
Favored Abilities: Academics, Animal Ken, Command, Melee, Occult, Stealth
Associated Powers: Epic Strength, Epic Dexterity, Epic Stamina, Epic Perception, Epic Intelligence, Animal, Darkness, Earth, Fertility, Guardian, Moon, Sun, Sky, Luck
Rivals: Saburou, Athena, Ares, Loki, Brosa, Magonette, Atimos, Kynigi, Zargax, Tyrantus
Nastia Nyx
Nastia Nyx is the Goddess of Eerie Shadows and Zombification. She is generally a happy person and very talkative. She laughs at a lot of things. She does, however, have a dark side. When she is upset, she has a tendency to go on a rant and can become sullen and withdrawn on occasions.
When in the World, Nastia Nyx is a psychic/fortuneteller, an accountant, a witch, a judge, and a psychologist.
Nastia Nyx's Scions are much like her. However, they typically exhibit one aspect of her personality. They are either happy, bubbly individuals or sullen and withdrawn.
Favored Abilities: Academics, Command, Integrity, Occult, Stealth, Thrown
Associated Powers: Epic Dexterity, Epic Stamina, Epic Intelligence, Epic Wits, Darkness, Death, Luck
Rivals: Isis, Ares, Aphrodite, Huitzilopochtli, Damballa, Magonette, Ascus, Atimos, Gravely, Simcha, Minerva
Predrag
Predrag is the God of the Sea. Although not one of the original members of the band, he quickly befriended them when they met. Predrag is an unusual person and spends time talking to fish rather than gaming with the others, although he will join in every once in a while. He absolutely loves the sea, so nobody is quite sure why he was in Fort Worth.
When in the World, Predrag takes on roles that keep him close to the ocean (although not always in a conservationist way). He has been a marine biologist, a member Green Peace, a professional fisherman, a pirate, a cruise ship captain, and a whaler.
Predrag's Scions are an unusual group of people. Like him they always love the sea, but what they do there varies greatly. Some enjoy studying and trying to protect marine life, while others use the sea for personal gain.
Favored Abilities: Animal Ken, Awareness, Brawl, Command, Empathy, Fortitude
Associated Powers: Epic Strength, Epic Stamina, Epic Charisma, Epic Perception, Epic Wits, Animal (great white shark), Chaos, Darkness, Guardian, Illusion, Water, Luck
Rivals: Poseidon, Tyrantus, Sobek
Phaedrus
Phaedrus is the God of Computers, Internet, and Technology. He is an absent minded inventor, an incredible source for knowledge arcane and natural, and a quixotic quester. He has twelve co-located copies at any given time; one of which is in disguise on Earth almost permanently, and two with his divine consort Nastia Nyx. He is responsible for transit between the Overworld and Underworld and amuses himself with near-total control over the internet and the World’s public computers.
When in the World, Phaedrus is a hacker, a security consultant (or both), an inventor, and a wondering adventurer.
Scions of Phaedrus tend to take after him. They are usually intelligent and knowledgeable and are especially skilled with computers.
Favored Abilities: Academics, Craft, Investigation, Melee, Occult, Science
Associated Powers: Epic Dexterity, Epic Stamina, Epic Intelligence, Epic Wits, Magic, Psychopomp, Sky, Luck
Rivals: Thoth, Hermes, Athena, Loki, Raiden, Ilektronikos, Atimos, Kronos Benton, Tyrantus, Gottlieb
Saburou
Saburou is the God of Healing, Social Justice, and the Protector of the Exploited. He is a kind-hearted individual who doesn’t agree with the Gods’ policy of non-interference. As such, he is a slightly rebellious god, as opposed to the rules and will of the other gods. He tries to help humanity out by trying to eliminate suffering, whether through healing the sick in refuge camps, leaking medical break-throughs to his Scions, or manipulating politics to benefit the abused and down-trodden. Of course, like the other members of his pantheon, Saburou is still quite nerdy and still enjoys various gaming activities and anime, among other things.
When in the World, Saburou has been a politician, a doctor, an international aid worker, a teacher, and a minister.
All of Saburou’s Scions are adopted. However, he won’t adopt just any Scion. They would have to be extraordinary people that have dedicated their lives to helping others, because it is the right thing to do, not for self-gain. They would range from social workers, nuns, political activists, and teachers and more. Since Saburou prefers to maintain a closer relationship with his Scions than other gods do, he would have no more than a couple dozen in the World at once. He keeps such a small number so he does not get overwhelmed.
Favored Abilities: Academics, Craft, Medicine, Occult, Politics, Science
Associated Powers: Epic Dexterity, Epic Stamina, Epic Charisma, Epic Intelligence, Epic Wits, Health, Guardian, Justice, Fertility, Magic, Luck
Rivals: Brosa, Thor, Hephaestus, Ares, the entire Atzlanti pantheon, Hiroto, Atimos, Kynigi, Gravely, Aniketos, Aedan, the entire Tyrantian pantheon
Skylos Andras
Skylos Andras is the God of Domesticated Animals. Skylos is a very kind and caring individual who is loyal to those he cares about. He is also a quiet person who is somewhat shy around those he doesn’t know, especially attractive women. He is an all around animal lover as well.
In the World, Skylos Andras takes on roles that he enjoys. He has been a professional petsitter, a veterinarian, a pet store owner, a bestselling author of fantasy stories, a professional chef, and a professional Halloween prop maker.
Scions of Skylos Andras are often much like him. They are genuinely kind and caring, but shy individuals who are good with animals. Much like him, they are often passionate about certain things.
Favored Abilities: Animal Ken, Awareness, Empathy, Integrity, Marksmanship, Science
Associated Powers: Epic Dexterity, Epic Stamina, Epic Perception, Animal, Earth, Fertility, Guardian, Magic, Luck
Rivals: Bastet, Isis, Set, Aphrodite, Atimos, Aniketos, Tyrantus, Caratacus, Minerva, Zargax, Huitzilopochtli, Miclantecuhtli, Raiden, Kalfu, The Morrigan
Nashant: The Saravan Underworld
Nashant is the Underworld of the Sarava pantheon and the home of Nastia Nyx. It is divided into two areas: Konani is where the good people go and Rajanti is where the bad people go.
Konani
Konani can only be described as paradise. It has hot springs, endless fields of flowers, an area for LAN parties, and just about any and every type of luxury imaginable.
Rajanti
Rajanti is a vast and ever changing labyrinth. Those who end up here were wicked in life and may be doomed to wander the labyrinth for eternity. However, it depends on the choices they make within. While traveling through the labyrinth, each person will come across areas where they must make a choice. Good choices set them on a path toward redemption and bad choices lead them deeper into the labyrinth. If one makes enough good choices, the way begins to become easier and will include clues on how to get out. Those who make enough good choices may redeem themselves and find their way out of the labyrinth and into Konani, after passing through Nastia Nyx’s castle. On the other hand, if one continues to make bad choices, the labyrinth becomes more complicated and convoluted for them as they make their way deeper in.
Castle Asher
Castle Asher is the home of Nastia Nyx. It is an enormous castle, a veritable fortress on the outside, even bigger on the inside. Castle Asher bridges the gap between Konani and Rajanti, half of the castle residing on each side. The side on Konani is just as luxurious and homey as Konani. The side on Rajanti is dark, gloomy, and creepy. Those who make it through Rajanti's labyrinth must pass through Castle Asher before they can enter Konani. When they arrive at the castle, Nastia Nyx greets them before allowing them to go through.
Alya: Realm of the Sarava
Alya is the Godrealm of the Sarava pantheon. Its central area is an enormous nine-sided building. Inside, there is a large central room with a conference table for meetings as well as a gaming area. On each side of the building is a doorway: one door for each god. The architecture of the doorway is different for each door and depends on the taste of the individual. Nastia Nyx’s door is designed similarly to that of a gothic church while Skylos Andras’ door looks more like a large gate. Each door leads to a sanctum.
The Pan-Ezoic Ranch
The Pan-Ezoic Ranch is Skylos Andras’ sanctum. It is an enormous ranch the size of a fair sized country and is filled with several ecosystems. There is a vast forest and open grassland among others. Just about every terrestrial ecosystem imaginable is found here, including frozen tundra at the farthest edge of the ranch. Each ecosystem supports a vast abundance of animals. Any animal that has the potential to be domesticated can be found here. The species found here not only include typical house pets, but also zoo animals and animals that have been extinct for millions of years. Even dinosaurs and creatures that came before them can be found here. Directly in the center of the Pan-Ezoic Ranch is Skylos Andras’ ranch house, which can only be described as a large mansion.
Zola
Zola is Saburou’s sanctum. Zola is an African name that means quiet and tranquil. It’s a resort-like house with all the amenities of a vacation, spa resort. All of the help are artificial life forms created by Saburou because he refuses to place people into roles of servitude to him or others. The house is large and white in a modern design on the outside. The inside is simple and contemporary. The water, in the creeks and the two rivers that flow on each side of the mountain range, adjust to whom ever touches it. If you want some cool water to refresh yourself, the water is cool. The mountain range is moderately filled with animals that are intelligent, sociable, and speak in human tongues, much like the animals in Narnia.
Ami
Ami is Michiko’s sanctum. Ami is primarily a forested land with a large Shinto-like temple in the middle. The temple is very traditional Japanese with a great deal of rooms for guests, a central training dojo, and a place of worship. Nature spirits come and go all of the time. They find it to be a place of refuge from Titanspawn and sometimes the ire of an angry god.
Mead Valley
Mead Valley is Brosa's sanctum. It is a large, open, lush green valley with an enormous river running through it. At the top of the highest hill is a mead hall worthy of an Aesir drinking party. Spread out around the valley are villages full of various supernatural creatures that were once refugees of war.
Reef Castle
Reef Castle is Predrag's sanctum. When one goes through the door to his sanctum, they find themselves underwater standing in a vast coral reef. Drowning is not a problem though as an air bubble immediately forms around the heads of anybody who does have the Water Breathing boon. The reef stretches on for miles in all directions. In the center stands an enormous castle made of of coral. The inside is just as beautiful as the outside and despite being made of coral is a very comfortable place to live.
The Shining Citadel
The Shining Citadel is Aristodemos' sanctum. When one first enters, they appear to be standing on the surface of the sun. However, the are not blinded nor are they burning alive. In fact, the temperature is very comfortable. In the center of the landscape is a bright yellow and orange citadel, shining brightly. The inside isn't as bright, but still seems to glow like sunlight.
The Love Boat
The Love Boat is Antonina's sanctum. When one first enters her domain, they find themselves standing on a dock by an enormous river. The river stretches on farther than the eye can see and is so wide that even those with Telescopic Senses can't see the other side. A large steam boat is docked there. This boat is pink and red in color and has decorative sails shaped like hearts. The interior of the boat is the same as though the entire place was made for a romantic cruise.
Dark Side Citadel
The Dark Side Citadel is Kanya's sanctum. When one first enters her domain, they find themselves on a cold, dark, barren landscape. Those who can see in the dark will notice that the landscape looks like the surface of the moon, indicating that they are on the dark side of the moon. The area is so dark that only those with Night Eyes can see and so cold that even the most hardy of gods begin to shiver without Cold Immunity. In the center is a citadel that looks almost exactly like Aristodemos' citadel except that it is completely black, blending in with the darkness. Inside, the temperature is more bearable, but there is still not light to illuminate the way for those who can't see in the dark.
Paradise Forest
Paradise Forest is Bonita's sanctum. It is a vast wilderness covering who knows how much area as it just seems to go on forever. It is always sunny here and the temperature is always comfortable. All manner of plants and animals can be found here. Bonita resides in a tree house somewhere toward the center of the forest. The tree house looks like a mansion on the inside.
Since the Siege: Luck Gone Bad
The Sarava have a knack for shifting luck to their advantage, but it looks like their luck has run out. Shortly after establishing themselves as a pantheon, Kakotychia, the Greater Titan of Luck, took an interest in them and laid siege to their godrealm. Now, those who once shifted luck in their own favor have had their luck turned around. Ever since Kakotychia arrived, they have been suffering from a seemingly never ending streak of bad luck.
Tyrantian Pantheon
It is not known exactly when the Tyrantian Pantheon formed, although they didn’t show up until after the Titans were imprisoned. The Tyrantians are a very mysterious group and many of the other gods do not trust them. And rightfully so. Tyrantus, god of Tyranny and Corruption and the leader of the pantheon, wants to rule existence and has a plan to conquer it. The rest of his pantheon supports his plan, except for his daughter Simcha who does not even know about it (any Scions living in the World are also unaware of it). Unknown to all the other pantheons, Tyrantus and his fellow gods and goddesses (except for Simcha) have been siring Scions for millennia and taking them immediately to their godrealm. In addition, they have also been capturing Titanspawn and brainwashing them for the same amount of time and Zargax has been creating new monsters (abominations really) as well. With the captured Titanspawn, Zargax’s creations, and who knows how many Scions (many of which have ascended to demigods and godhood) the Tyrantians have an army large enough to guarantee victory for the gods over the Titans if they were to unleash it. Instead, they keep their army a secret, relying only on their Scions in the World to fight the war. At the exact moment that the war ends, they will unleash their army and conquer existence (this is the plan no matter which side wins).
Virtues: Ambition, Conviction, Order, Rapacity
Subjugation Purview
Subjugation is the Pantheon-Specific Purview of the Tyrantian Pantheon. They use this purview to put themselves in a position of leadership that allows them to completely take over. However, having this purview doesn’t make one immune to it. Only Tyrantus is immune to its effects.
Aura of Leadership
By spending a point of Legend, all rolls involving the Command ability count the number of dots in Command as automatic successes. In this way, the Scion or god may attract potential followers to subjugate later.
Direct Command
Dice Pool: Manipulation or Charisma + Command
Cost 1 Legend
While using the Overt Order knack, the Scion of god may spend a point of Legend and roll (Manipulation or Charisma + Command) to extend the duration of the command’s effect. This makes it so that the Scion may issue a command using Overt Order that may be carried out at a later time. The duration is extended by a number of actions equal to the successes on the dice role.
Obedience
Dice Pool: Manipulation + Command
If the subject of a use of Overt Order or Direct Command either resists or fails to complete the action, the Scion may spend 2 points of Legend to attempt to force the subject to carry out the command anyway. After spending the 2 points of Legend, he roles his Manipulation + Command versus the victim’s Integrity + Willpower + Legend. If the Scion wins the contested role, the victim must perform the task he was previously ordered to do no matter what.
Threatening Presence
Dice Pool: Manipulation + Presence
By spending a point of Legend and rolling Manipulation + Presence, the Scion or God can make herself appear threatening. This lowers the victim’s ability to resist commands made by the Scion by half the number of successes on the dice roll.
Absolute Order
Cost: 5 Legend
Like with Direct Command, Absolute Order is used in conjunction with Overt Order to extend the amount of time an ordered action may take to complete. When using Overt Order, the Scion spends 5 Legend and rolls Manipulation or Charisma + Command. The time an ordered action takes to complete is extended by a number of days equal to the successes on the dice roll. This way, the Scion can give someone an order that may take days to finish.
Forced Order
Cost: 5 Legend and 1 Willpower
Using this boon in conjunction with Overt Order, the Scion or god can force someone to perform an action that they would never consider doing and would usually be able to resist doing. The Scion spends 5 Legend and 1 Willpower and rolls Manipulation + Command vs. the victim’s Integrity + Willpower + Legend. If the Scion wins the roll, the victim must perform the action no matter what it is, even if it goes against his nature or one of his virtues.
Fear Me and Obey
At this point, the Scion’s followers have realized their leader’s true nature. It is also at this point, that the Scion begins to rule over her followers through fear. By spending 10 Legend and 1 Willpower and rolling Manipulation + Presence the Scion can force her followers to obey her through fear. They become afraid to disobey her and afraid to fail her to the point that they will do anything in their power to please her.
Mass Obedience
Cost: 10 Legend
This boon functions in the same way as Obedience except that it is used in conjunction with Hard Sell.
Threat of Death
Cost: 15 Legend and 1 Willpower
By this point, the god has mastered the use of fear to get his subjects to obey him. By spending 15 Legend and 1 Willpower and rolling Manipulation + Presence he can put the idea into his followers’ minds that he has no problem with killing them if they disappoint him. Threat of Death takes the victims’ fear of their master to a new level as they will do whatever it takes to obey him and succeed in whatever task they are given as failure means certain death. This feeling is always with them after the boon’s first use, but the god may choose to “remind” them or “strengthen” the feeling by using it again every once in a while.
Iron Fist
By this point, the god has completely subjugated all her followers. When she uses Iron Fist, she exerts her will over the entire populace of her followers no matter how many she has. By spending 20 Legend and 1 Willpower and rolling Manipulation + Command, she can force every single one of her followers to do her bidding.
Adalbert
Adalbert is the god of the battlefield and the general of Tyrantus’ army. He is a soldier to the end and loves war. He is also completely loyal to Tyrantus and one of the few people that Tyrantus trusts (although not very much). Those who meet him describe him as a cold and cunning but likeable person.
In the World, Adalbert takes on roles that land him in the military. These are the only jobs he takes.
Scions of Adalbert are highly militant individuals whether they are in the military or not. They are no nonsense people who have an uncanny ability to lead others. Although often likeable they don’t have much of a sense of humor.
Favored Abilities: Athletics, Awareness, Brawl, Command, Marksmanship, Melee
Associated Powers: Epic Strength, Epic Dexterity, Epic Stamina, Epic Wits, Fire, Psychopomp, War, Prophesy, Subjugation
Rivals: Ares, Hachiman, Ragrn, Aniketos, Halvdan, Thor
Caratacus
Caratacus is the god of torture and one of the most feared individuals of the Tyrantian pantheon. Caratacus is the ultimate sadist and loves to inflict pain on others. Those who meet him describe him as a frightening person that nobody in their right mind would associate with.
In the World, Caratacus takes on a small variety of roles. He has been a sadistic drill sergeant, a prison guard, the star of internet snuff films, and a professional torture chamber keeper.
Most of Caratacus’ Scions are adopted because very few women can stand to be with him long enough to conceive a child. As such, they come from a wide variety of backgrounds with even more various personalities. Although some share his sadistic worldview, the vast majority of them do not. In fact, many of his Scions are scared of him.
Favored Abilities: Awareness, Brawl, Command, Craft, Investigation, Presence
Associated Powers: Epic Dexterity, Epic Stamina, Epic Manipulation, Epic Appearance, Epic Perception, Corruption, Fire, Health, Subjugation
Rivals: Aniketos, Ragrn, Athanas, Axthauc, Anubis, Horus, Odin, Thor, Tyr, Amaterasu, Ogoun
Gottlieb
One of the few Tyrantian gods whose background is known, Gottlieb is the god of military science. In his mortal days, he was a nuclear physicist who worked on secret government projects including atomic bombs. Although it is known who he was, not much else is known about him as he was immediately taken to Tyrantus’ godrealm upon his visitation. Having been there for twenty years, he has developed hundreds of advanced military technologies for Tyrantus, making the Tyrantian pantheon the most technologically advanced pantheon as far as weapons go. He has even built nuclear warheads that may be more powerful than even the hydrogen bomb. Those who meet him describe him as a very focused person.
In the World (the little time he spends there), Gottlieb takes on roles that allow him to continue his research on advancing technology. He is always found in the intelligence department of some military.
Scions of Gottlieb inherit his brilliance and many are excellent inventors. Although usually not much in a fight, they are excellent strategists and their quick thinking often leads to victories.
Favored Abilities: Academics, Craft, Integrity, Medicine, Occult, Science
Associated Powers: Epic Intelligence, Earth, Subjugation
Rivals: Kronos Benton, Raiden
Minerva
Minerva is the goddess of seductive persuasion. An incredibly beautiful, but heartless woman Minerva is basically the spy of the Tyrantian pantheon. She uses seduction to get information out of her targets and often leaves them heartbroken. She is arguably a worse heartbreaker than even Aphrodite. Those who meet her describe her as a beautiful and charming, but vain and cold hearted woman.
In the World, Minerva takes on many roles. She has been a French maid, a prostitute, a model, an actress, and several other things.
Scions of Minerva (and she certainly has a lot) share their mother’s beauty. They are excellent seducers and seductresses, but are rarely as cold hearted as her. They often have difficulty getting her attention as she is as cold to them as she is to her seduced victims.
Favored Abilities: Athletics, Command, Empathy, Integrity, Investigation, Presence
Associated Powers: Epic Charisma, Epic Manipulation, Epic Appearance, Epic Wits, Chaos, Corruption, Psychopomp, Subjugation
Rivals: Aphrodite, Sif, Hera
Odelia
Odelia is the goddess of reasoning and planning. She is Tyrantus’ advisor and the voice of reason in his throne room. She is also one of the few people that Tyrantus actually trusts and she is unwaveringly loyal to him. She is an excellent diplomat and has managed to calm Tyrantus down on several occasions. Those who meet her describe her as a kind, calm, and patient woman.
In the World, Odelia has served many roles. She has been a presidential advisor, a police negotiator, and a United Nations diplomat.
Scions of Odelia often inherit her patience and reasoning skills. They are excellent diplomats and often serve as voices of reason in a group of unreasonable Scions.
Favored Abilities: Awareness, Command, Empathy, Integrity, Politics, Presence
Associated Powers: Epic Charisma, Epic Manipulation, Epic Perception, Epic Wits, Guardian, Psychopomp, Magic, Mystery, Prophesy, Subjugation
Rivals: Axthauc, Hera, Erzulie
Simcha
Simcha is the Tyrantian goddess of death. She is the ruler of the Tyrantian underworld and resembles the corpses of the dead that inhabit the place. Although Tyrantus is her father, his paranoia causes him to distrust her. She has never been to the Tyrantian godrealm and is even unaware of its location. Despite her bitterness and anger toward her father for his mistrust she is loyal to him (although she could be manipulated to betray him). Those who meet her describe her as an angry and sad woman who is probably lonely.
Simcha rarely leaves the underworld, but when in the World she takes on roles that keep her close to the dead. She has been a funeral director and a mortician.
Scions of Simcha inherit their mother’s looks, but are not as bitter or angry as her. They are often kind individuals seeking only to make friends. They do, however, often have a fascination with death.
Favored Abilities: Command, Fortitude, Marksmanship, Medicine, Occult, Presence
Associated Powers: Epic Dexterity, Epic Stamina, Epic Appearance, Death, Fire, Subjugation
Rivals: Hades, Persephone, Izanami, Hel, Baron Samedi, Ascus
Tyrantus
Tyrantus is the god of tyranny and corruption. He is the founder and leader of the Tyrantian pantheon and the ultimate tyrannical dictator. Tyrantus is not satisfied with ruling just his godrealm. He has a plan in place (and has for millennia) to conquer existence when the war with the Titans is over no matter who wins. He has been secretly building up an army of Scions, captured Titanspawn, and other creatures since he founded the pantheon and now has an army large enough that the gods could easily win the war if he were to unleash it. He keeps this army a secret though so that he may catch everybody off guard when he unleashes it to conquer existence. Tyrantus a dictator to the end and rules with an iron fist. He is a highly paranoid individual and executes anyone he even suspects of treason (whether real or imagined). There are very few people he trusts and his mistrust extends even to those in his own pantheon. He is a cold and cruel individual, but is also highly charismatic. Those who meet him are often taken in by his charisma, describing him as a kind, caring, and likeable person, completely unaware of his true nature.
Tyrantus doesn’t spend much time in the World, but when he does he is always in a position of leadership and rules with an iron fist.
Scions of Tyrantus are always effective leaders, but they all have some tyrannical tendencies. Some are as ruthless as he is, but others are benevolent dictators. Many of them inherit his paranoia and are distrustful of others.
Favored Abilities: Awareness, Command, Control, Investigation, Politics, and Presence
Associated Powers: Epic Dexterity, Epic Stamina, Epic Charisma, Epic Manipulation, Epic Appearance, Epic Perception, Epic Wits, Corruption, Death, Psychopomp, War, Subjugation
Rivals: Pretty much everybody (even his own pantheon)
Zargax
Zargax is the god of abominations. He is also Tyrantus’ son and a strange individual at that. Zargax is a creator of creatures that should not exist. Using several boons of varying purviews he has created mass amounts of abominations that make up part of Tyrantus’ army. Some of these beasts are so horrendous that even the Titans would consider them corruptions of nature if they were to see them. Zargax himself is a hideous abomination nearly indescribable. Over the millennia, he has experimented on himself using the same boons that he used to create his monsters. This has turned him into a creature of nightmares as he is a veritable hodge-podge of human, animal (several species), plant, and inanimate object parts.
Zargax does not spend any time in the World as his appearance makes him quite obvious.
Obviously, Zargax cannot get a woman to sleep with him. As a result, all of his Scions are adopted. Although they come from a variety of different background and their personalities are just as varies, many of them are interested (or even obsessed) with delving into the forbidden. Dr. Victor Frankenstein was one of his Scions.
Favored Abilities: Animal Ken, Brawl, Craft, Medicine, Presence, Survival
Associated Powers: Epic Strength, Epic Dexterity, Epic Stamina, Epic Perception, Epic Intelligence, Animal, Corruption, Earth, Subjugation
Rivals: Stervin
Subjuga: The Tyrantian Underworld
Subjuga, the Tyrantian Underworld, is a cold, dead place where the Tyrantian dead go. Subjuga appears, in many ways, as a dark and lifeless version of Tyros. However, instead of Wild Lands and a Danger Zone, Subjuga has the Dead Wastelands. After the Dead Wastelands is Subjuga City, which looks almost exactly the same as Tyros City. At the center of Sugjuga City is Simcha’s Castle.
The Dead Wastelands
In place of the Wild Lands and the Danger Zone are the Dead Wastelands. The Dead Wastelands are a completely desolate area of flat land stretching for miles on end. The Dead Wastelands are filled with undead and the souls of those who got lost and couldn’t find their way to Subjuga City.
Subjuga City
Subjuga City looks almost exactly like Tyros City, except that the buildings appear to have fallen into disrepair. At the center is Simcha’s Castle, which is nowhere near as heavily fortified as Tyrantus’ Fortress.
The Prison of the Dead
The Prison of the Dead is the place where those that Tyrantus has deemed traitors (whether true or not) go after death. It is an exact duplicate of the Prison in Tyros City. The Prison of the Dead even has a torture chamber like Caratacus’, but the chamber’s keeper is a powerful creature of the dead as Caratacus is too busy torturing living creatures to come down here.
The Dead Barracks
The Dead Barracks are where the dead who served Tyrantus loyally in life (and were not falsely accused of treason) go. They are sent here to rest and continue training so that they may join his living army when he releases his forces to conquer existence. The Dead Barracks have an armory similar to the one in the Barracks of Tyros City.
Simcha’s Castle
Although not as heavily fortified as Tyrantus’ Fortress, Simcha’s Castle is not without defenses. It has an outer wall with a moat. Simcha’s Castle is also smaller than Tyrantus’ Fortress as it does not have the rooms that the other gods dwell in. Simcha can usually be found in her throne room, served by various denizens of the dead.
Passages to Subjuga
Tombs and Funerary Architectures: The Tyrantians were never a part of traditional mythology as they didn’t arrive until later. However, one can enter Subjuga through the tomb or grave of any tyrannical dictator. This is the only known way to enter Subjuga without being dead. Other ways may exist, but they have yet to be discovered.
Tyros: Realm of the Tyrantians
Tyros, the godrealm of the Tyrantian pantheon, is an unusual place. Although the majority of it looks like a medieval kingdom it has several other forms of architecture within its walls, ranging from Ancient Greek to modern skyscrapers. Tyrantus’ fortress is the centerpiece of the realm surrounded by a city stretching on seemingly endlessly. Outside the city lie areas that seem to be full of nature: a forest, mountains, a desert, a swamp, and any other terrestrial ecosystem imaginable. On the far edges of the realm lies the Danger Zone, a seemingly calm and desolate area filled with monsters of all sorts. This is where the realm’s Axis Mundi is.
Tyrantus’ Fortress
Tyrantus’ Fortress is designed to look like a highly fortified medieval castle. The castle itself has 10 outer walls each with a moat between them. Various types of creatures inhabit the moat, most of which are dangerous even to gods. Tyrantus makes his home in the throne room, which has a small bedchamber hidden behind the throne in case he should ever need or want to sleep. The fortress is filled with seemingly endless hallways, some of which lead nowhere. Every hallway and room is filled with servants and an immense amount of guards. The only exceptions are Tyrantus’ Bedroom (which very few know about) and the Torture Chamber (mainly because nobody wants to go down there).
The Throne Room
The Throne Room is enormous, much larger than any mortal throne room has ever been. In fact, the Throne Room itself would take up a building in the World. It has the appearance of a medieval throne room complete with red carpet and tapestries on the walls. The throne sits at the very back of the room and takes up one third of the back wall stretching to the ceiling. The throne also faces the door so that Tyrantus can see anybody who comes in. There are no windows in the throne room, so the door is the only way in or out. The only other door in the room is to the right of the throne (and one secret door behind it leading to Tyrantus’ bedroom) and it leads to Odelia’s Office.
Tyrantus’ Bedroom
Hidden behind the throne is Tyrantus’ Bedroom, which he has in case he ever wants to get some rest. However, Tyrantus doesn’t need to sleep and prefers to keep an eye on things, so this room is rarely used. In fact, it hasn’t been used for thousands of years. Tyrantus’ Bedroom has the appearance of a nobleman’s bed chamber. The room appears to have been expensively decorated with a large bed in the corner.
Odelia’s Office
To the right of the throne is a door leading to Odelia’s Office. This room has the appearance of a modern day business executive’s office, complete with a large desk in the middle. When she is not in the Throne Room, Odelia can be found at her desk working on who knows what (Tyrantus does).
Minerva’s Bedchamber
Minerva spends most of her time in her bedchamber. Minerva’ Bedchamber is a large room decorated to her feminine tastes. The room is filled with soft pillows and blankets. She has a bed that could only be described as the most comfortable bed in existence.
The War Room
The War Room is where Tyrantus meets with the other gods and Scions to make plans for war, whether it is the current war with the Titans or the future war to conquer existence. The War Room is larger than any war room in the World as it would take half a military base in the World. It has a semi-circular table that takes up most of the room with a large screen at the end of the room big enough for even those at the back to see clearly.
Gottlieb’s Research Lab
Gottlieb spends most of his time in his research lab, which is so large that upkeep of the facility would bankrupt most Worldly universities or even government funded labs. The Research Lab has the appearance of a typical science lab (just bigger), but with several weapon making machines, including one for building nuclear warheads.
Tyros City
Possibly the largest city in existence, Tyros city is large enough to cover all of Australia. The center of the city, which surrounds Tyrantus’ Fortress, is built like a typical medieval city, but the architecture changes in different parts of the city. It has a mixture of Ancient Greek, Ancient Roman, Gothic, Renaissance, and modern architecture throughout the city. The entire city is surrounded by a wall stretching nearly as high as some of its tallest sky scrapers. Guard outposts are set up all over the city. The city is too big to describe everything in it, so this will just go over a few of its more well known buildings.
The Prison
Tyrantus rules with an iron fist and his laws are absolute. Anybody who breaks these laws finds themselves in the Prison. The Prison is designed after a modern high security prison. It is so effective that nobody has ever escaped. The Prison is enormous. In fact, nobody knows just how big it is. No matter how many people are in there, there always seems to be plenty of cells for more.
The Torture Chamber
Located underneath the Prison is the Torture Chamber, where Caratacus spends the majority of his time. The Torture Chamber is filled with torture devices. It has every torture device the World has ever seen and several that it has not. There are always prisoners to be tortured so the Torture Chamber is always filled with the agonizing screams of Caratacus’ victims.
Adalbert’s Fortress
Adalbert’s Fortress looks like a smaller version of Tyrantus’ Fortress. This is where Adalbert spends most of his time when he is not in the War Room. The Fortress is closer to the city gate so that Adalbert may march Tyrantus’ army to war more quickly.
The Barracks
This is where Tyrantus’ army of Scions and lesser immortals stay. Considering that Tyrantus has an army large enough to guarantee a victory for the gods if he were to unleash it, the barracks is enormous. It is large enough to comfortably fit his entire army and still has room for more.
The Armory
The Armory is where the Tyrantian army’s weapons and armor are kept. The technology level of the weapons and armor in here ranges from Ancient Egyptian to modern day and most of them are powerful relics.
The Wild Lands
The Wild Lands are the various ecosystems outside the city. They are filled with wild animals that inhabit those ecosystems. The types of creatures include both species that are alive today and species that have gone extinct, even dinosaurs.
The Danger Zone
On the far edges of the realm is the Danger Zone. The Danger Zone appears to be a desolate wasteland that nothing should be able to survive in and nothing appears to be there. However, the Danger Zone is filled with captured Titanspawn and abominations of all power levels that make their homes in the caves that are spread out across the landscape. Tyrantus sends Scions here to gain Legend so that they are already powerful when they enter the World. Also, the Axis Mundi is located here so any intruders who manage to get to Tyros have a fight almost immediately.
Zargax’s Cavern
Most of the caves in the Danger Zone are easy to find, but Zargax’s Cavern is hidden. Only Zargax and Tyrantus know of its location. This is where Zargax spends his time creating horrendous creatures that can only be described as abominations.
Since the Siege: Evil Awakened
Tyrantus is the god of tyranny and corruption, but corruption has never seemed to be much of a problem in Tyros as he never uses the corruption purview on his subjects. Things have gotten pretty bad since Otaachi laid siege to the realm. The monsters in the Danger Zone have become even more twisted that when Zargax created them and monsters that he did not create have started to appear. The corruption of Otaachi has begun to corrupt the Wild Lands. The natural landscapes appear to be dying and the animals that live there have been exhibiting strange mutations. Even the city has been feeling the effects. The wall and some of the buildings on the outer edges of the city have taken on a more worn appearance and may be beginning to crumble and the people there are doing things that they never would have even considered doing before.
The Muppet Pantheon
Virtues: Conviction, Expression, Harmony, Loyalty
Since their creation, the Muppets have been cultural icons to many people throughout the World. Their fame is legendary and Kermit the Frog even has a star on the Hollywood Walk of Fame. Unknown to many, the Muppets actually exist and rose to godhood decades ago.
Performance: Muppet Pantheon Specific Purview
Cinematic Awareness
Any and all gods and Scions of the Muppet pantheon are always fully aware that they are in a movie or on TV at all times. In this case they may even be aware that they are characters in a role playing game. Although they aren’t always being filmed, their adventures usually find their way into entertainment venues one way or another.
Break the 4th Wall
Since they are aware of the cinematic nature of their existence, Muppet Scions can speak directly to the audience or acknowledge that they are in a movie (or in this case, in a role playing game). To break the 4th wall, they simply spend a point of Legend and say sometime to acknowledge the audience. This boon can only be used once per scene.
Musical Number
Dice Pool: Charisma + Art
All Muppet Scions are capable of causing everyone in the area to break into song and dance. To do so, the Scion begins singing, rolls their Charisma + Art and spends one point of Legend and 1 point of Willpower. Upon a successful roll, a number of characters equal to the successes scored or a number of extras equal to 5 people per success join in.
Pundoom
Dice Pool: Charisma + Presence
The Muppet gods are known for the occasional bad pun. With this boon, the bad pun can be used as a weapon. To use it, the Scion needs to make a bad pun while rolling Charisma + Presence and spending 3 Legend and 1 Willpower against the victim’s Willpower+Integrity+Legend. Each success scored over the victim’s roll deals a one level of bashing damage.
Digestive Regeneration
Dice Pool: Stamina + Fortitude
Cost: 15 Legend
There have been many instances where a Muppet has been seen being eaten only to reappear in the next scene. With this power, if a Muppet Scion is swallowed whole, they simply roll their Stamina + Fortitude and spend 15 Legend points. Upon doing so, they will reappear completely unharmed in the next scene, despite their apparent death.
Show-Stopping Number
Cost: 15 Legend + 1 Willpower
This boon is simply an upgrade if the Musical Number boon. By rolling Charisma + Art and spending 15 Legend and 1 Willpower, the Scion causes everybody in the immediate area and anybody else they pass while moving around to stop what they are doing and join the musical number. It doesn’t matter if they are mortals, Scions, or Titanspawn. Only those of higher Legend are immune, but even gods and Titans of equal or lower Legend are affected.
7. Shatter the Fourth Wall
Dice Pool: Intelligence + Awareness
Like the boon Break the Fourth Wall, this boon allows the Scion to break to fourth wall. However, Shatter the Fourth Wall allows the Scion to break the fourth wall multiple times in a single scene. To do so, the Scion rolls Intelligence + Awareness and spends 20 points of Legend. The Scion can then break the fourth wall a once for every 10 successes on the dice roll in a scene.
8. Explosive Immunity
Many incidents have been witnessed when a Muppet falls victim to an explosion (usually because of Crazy Larry), but only went flying through the air and was perfectly fine. When a Scion gains this boon, they are no longer harmed by explosions. The force of the blast simply sends them flying through the air using the knockback rules. However, this boon does not alleviate any fear of explosions (often they will scream “NO!” just before it happens) nor does it eliminate damage dealt by other sources that may befall the Scion during the incident.
9. There is No Fourth Wall
Like the previous boon, this one allows the Scion to break the fourth wall in a scene multiple times. However, with There is No Fourth Wall, the Scion can break the Fourth Wall as many times as he wants during the scene. To activate this boon, the Scion simply spends 20 Legend and 1 Willpower. Doing so allows the Scion to break the fourth wall an unlimited number of times during the current scene.
10. Death By Pun
Cost: 25 Legend and 1 Willpower
Like the boon Pundoom, this boon allows the Muppet Scion to use bad puns as a weapon. However, Death By Pun is significantly more deadly. To use this boon, the Scion makes a bad pun and rolls Charisma + Presence against the victim’s Integrity + Willpower + Legend. Each success scored over the victim’s roll deals 2 levels of Lethal Damage.
Kermit the Frog
Kermit is the leader of the pantheon and the god of leadership. He is often the voice of reason within the group and keeps the others organized. Kermit is a charismatic and likable frog. His abilities have helped the Muppets through many tough times. He is an incredibly patient individual, but even he can lose his temper after a while.
When in the World, Kermit takes on roles of leadership and often remains in the entertainment business. He has been the leading man in many films and plays, but often takes on the role of the director or the host of an event.
Scions of Kermit are much like him. The are natural born leaders as well as kind and likable people.
Favored Abilities: Animal Ken, Art, Athletics, Command, Empathy, Presence
Associated Powers: Epic Dexterity, Epic Stamina, Epic Charisma, Epic Manipulation, Epic Wits, Guardian, Psychopomp, Water, Performance
Rivals: Miss Piggy and any others of the Storyteller’s choice
Miss Piggy
Miss Piggy is the goddess of love, war, and leading ladies. When not angered, she is a rather kind individual, but she has a nasty temper and is prone to violence if angered at all. She is obsessed with Kermit and truly believes that they are meant to be together despite Kermit making it perfectly clear that he wants nothing to do with her. She often beats him up when he rejects her. Her undaunted attempts at getting to Kermit have also earned her the nickname “the goddess of sexual harassment.” Miss Piggy also has an enormous ego. She believes that she is the star of the show and woe to anybody who tells her otherwise.
When in the World, Miss Piggy takes on roles in the entertainment business as long as she is the lead. She refuses to take on secondary or minor roles and grows increasingly violent if given such a role.
Scions of Miss Piggy are similar to her. They are kind people with bad tempers and often overly expressive of their romantic emotions. Many have served jail time for stalking or assault (rarely ever murder). They also tend to be egomaniacal and believe that they are the best of the best in their field.
Favored Abilities: Art, Brawl, Fortitude, Integrity, Presence, Thrown
Associated Powers: Epic Strength, Epic Dexterity, Epic Stamina, Epic Wits, Guardian, War, Performance
Rivals: Kermit the Frog, the Great Gonzo, and any others of the Storyteller’s choice
Fozzy Bear
Fozzy Bear is the god of bad standup comedy. Although Fozzy truly believes he has a talent for comedy, his jokes are terrible and the others constantly let him know. He is persistent though and keeps trying. As such, Fozzy has turned bad comedy into an art form. He can be somewhat shy sometimes and also sees to have some confidence problems.
When in the World, Fozzy takes on roles related to comedy. He has been a standup comedian, the star of a comedy movie, and a few other things.
Scions of Fozzy inherit his sense of humor. However, they also inherit his inability to be funny. Many are considered failures at what they do, but like their father they keep trying. A rare few have even succeeded.
Favored Abilities: Art, Athletics, Awareness, Empathy, Integrity, Presence
Associated Powers: Epic Stamina, Epic Charisma, Chaos, Earth, Psychopomp, Performance
Rivals: Statler and Waldorf
The Great Gonzo
The Great Gonzo is the god of bizarre art. He truly considers himself an artist and attempts to showcase his “art” onstage. His visions are rarely appreciated by the public, a source of much frustration for him, but he keeps on trying. Gonzo is somewhat of an oddball, but he is a kind an likable individual.
When in the World, Gonzo often takes on artistic roles. He is often a starving artist, but has taken on other roles such as a daredevil and a plumber.
Scions of the Great Gonzo are unusual people. They are considered strange and eccentric by their peers. Many are self-proclaimed artists, but an equal number undertake other things. No matter what they do, they are always bizarre.
Favored Abilities: Art, Athletics, Craft, Fortitude, Presence, Survival
Associated Powers: Epic Strength, Epic Stamina, Epic Perception, Animal (chickens), Chaos, Earth, Performance
Rivals:
Rowlf the Dog
Rowlf is the god of pianos. He is also the first Muppet and the father of the pantheon, although he chooses to let Kermit be the leader. Rowlf is a talented musician and is often seen at his piano. He is also somewhat of a poet. Rowlf is a wise individual, often sought out by Kermit for his wisdom. He has helped lift Kermit’s spirits on more than one occasion.
When in the World, Rowlf sticks close to the piano. He is often a piano player, but the venue varies greatly. He has also served as an advisor to many important people.
Scions of Rowlf are talented people. Although many take up the piano, not all of them do, but they are very talented at a certain thing. They are often wise beyond their years and eagerly give advice to those willing to listen.
Favored Abilities: Art, Command, Empathy, Integrity, Politics, Presence
Associated Powers: Epic Dexterity, Epic Charisma, Epic Intelligence, Epic Wits, Darkness, Earth, Guardian, Justice, Psychopomp, Performance
Dr. Bunsen Honeydew
Dr. Bunsen Honeydew is the god of science. Dr. Honeydew is a kind, but rather eccentric individual. His inventions are often useless, but he seems to think that they are of great importance. Occasionally, one of his inventions helps save the day.
When in the World, Dr. Honeydew takes on roles that keep him close to what he enjoys. He has been an inventor and an eccentric scientist.
Scions of Dr. Honeydew love science and are always trying to do something with it. They are intelligent, but somewhat eccentric individuals. Their creations are usually more useful than their father’s, but most are looked upon as strange by their peers.
Favored Abilities: Academics, Art, Craft, Investigation, Medicine, Science
Associated Powers: Epic Charisma, Epic Intelligence, Fire, Health, Mystery, Performance
Beaker
Beaker is the god of assistants. He is a nervous individual whose speech is incomprehensible to anybody other than the Muppets. He also suffers from a streak of bad luck and is often injured by Bunsen’s experiments.
When in the World, Beaker sticks close to Dr. Honeydew. He always serves as the lab assistant.
Scions of Beaker are typically nervous individuals and many of them are just as accident prone as he is. They are often assistants of some kind as well.
Favored Abilities: Academics, Art, Athletics, Awareness, Craft, Science
Associated Powers: Epic Stamina, Epic Perception, Epic Wits, Chaos, Earth, Fire, Guardian, Health, Performance
Scooter
Scooter is the god of gofers and stagehands. He is a an eager, young individual always willing to help. He often serves as Kermit’s assistant and helps in any way he can. Although he will occasionally take part in a sketch onstage, he often prefers to stay backstage and help with the behind the scenes stuff.
When in the World, Scooter takes on roles that usually keep him behind the scenes. Although he will occasionally be a performer, he is usually a gofer, a stagehand, a director’s assistant, or a stage manager.
Scions of Scooter are like their father. They are eager people willing to do anything to help. Although they sometimes enjoy the spotlight, they more often than not prefer to remain in the background.
Favored Abilities: Art, Athletics, Command, Fortitude, Integrity, Stealth
Associated Powers: Epic Dexterity, Epic Manipulation, Epic Wits, Chaos, Darkness, Moon, Illusion, Performance
Statler and Waldorf
Statler and Waldorf are the gods of hecklers. Although they are two people, they are almost always together and as such share the same domain. They are elderly men who don’t seem to enjoy anything except for heckling and making fun of everything and everyone else. They seem to especially enjoy tormenting Fozzy.
When in the World, Statler and Waldorf stick to what they are good at. They are usually hecklers in the audience at any given event, but will occasionally take on the role of professional critics.
Scions of Statler and Waldorf are like them. They are very difficult to please and make their displeasure known by complaining and heckling.
Favored Abilities: Art, Awareness, Empathy, Integrity, Investigation, Presence
Associated Powers: Epic Stamina, Epic Manipulation, Epic Wits, Chaos, Psychopomp, War, Magic, Performance
Rivals: Fozzy Bear
The Swedish Chef
The Swedish Chef is the god of food and cooking. He enjoys preparing meals and does so in an unconventional way (often involving firearms). He speaks mock swedish, which is somehow understood by the other Muppets.
When in the World, the Swedish Chef always takes on the role of a professional chef.
Scions of the Swedish Chef are excellent cooks and often are part of the restaurant business. Fortunately, they are easier to understand than their father.
Favored Abilities: Art, Awareness, Craft, Fortitude, Marksmanship, Melee
Associated Powers: Epic Stamina, Epic Perception, Epic Wits, Chaos, Fire, War, Performance
Sam the Eagle
Sam the Eagle is the god of patriotism. He is a proud American, a fact that he makes very well known, and a highly conservative individual. In fact, he is so conservative that he somehow finds the sketches and activities of the others to be weird, offensive, and reprehensible. He makes this opinion well known as well and many wonder why he has stayed with the pantheon at all.
When in the World, Sam takes on a variety of roles. He has served as a spokesman for the American military, been a conservative politician, and has served on the censorship board for television and the MPAA.
Scions of Sam the Eagle are much like him. They are always Americans who are highly patriotic, even to the point of xenophobia. They are also always extremely conservative, finding offensive content in the most inoffensive of things and trying to censor it. As such, they are not very well liked people.
Favored Abilities: Academics, Art, Awareness, Command, Integrity, Politics
Associated Powers: Epic Manipulation, Epic Perception, Epic Wits, Earth, Guardian, Justice, Sky, War, Performance
Rivals: everybody
Rizzo the Rat
Rizzo the Rat is the god of rats. He is a kind individual and is Gonzo’s best friend. He scares easily and has tendency to panic. He is constantly hungry and will eat any food he can find.
When in the World, Rizzo takes on a variety of roles too numerous to name, but they often involve entertainment or food.
Scions of Rizzo are often like him. They are loyal to their friends and enjoy food. They can sometimes scare easily and panic, but are always around when needed.
Favored Abilities: Animal Ken, Art, Athletics, Awareness, Empathy, Fortitude
Associated Powers: Epic Dexterity, Epic Stamina, Epic Charisma, Epic Wits, Animal (rat), Chaos, Darkness, Psychopomp, Magic, Performance
Sweetums
Sweetums is the god of Muppet Monsters. He is the second largest of the Muppets (the largest being a blue Muppet named Thog who hasn’t been seen in a long time) and has the appearance of a vicious, hairy beast. Despite his appearance, Sweetums can be a kind individual when not angry.
When in the World, Sweetums takes on a variety of roles that allow him to show off his physical prowess. He has been a professional wrestler and a bodybuilder among other things.
Scions of Sweetums are often gentle giants. They are enormous, imposing people and are often hairy and ugly. However, they are kind if not angered or threatened.
Favored Abilities: Art, Athletics, Brawl, Fortitude, Integrity, Melee
Associated Powers: Epic Strength, Epic Stamina, Epic Appearance, Epic Wits, Chaos, Guardian, Justice, War, Magic, Performance
Dr. Teeth and the Electric Mayhem
Dr. Teeth and the Electric Mayhem are the gods of musicians. They are a band who mainly play hard rock, but will occasionally play other types of music (at least until animal goes berserk). Since they are mostly known for being together, they are considered one deity despite being several individuals (with the exception of Animal, who is an entity on his own) and share the same domain.
When in the World, Dr. Teeth and the Electric Mayhem are always some sort of musicians.
Scions of the Electric Mayhem have a love and talent for music. Their exact talents and personalities vary depending on which member of the group sired them.
Favored Abilities: Art, Awareness, Command, Fortitude, Integrity, Presence
Associated Powers: Epic Stamina, Epic Manipulation, Epic Wits, Chaos, Darkness, Illusion, Performance
Animal
Animal is the god of behavioral problems. A wild creature, he lives up to his name. He is the drummer of the Electric Mayhem and they are the only ones who can keep him under some sort of control (sometimes). He is prone to violence and attack just about anybody or anything. He has a soft spot for women and will chase around any woman he is attracted to. He also seems to have an uncharacteristic appreciation for Renoir art.
When in the World, Animal is usually kept close to the other members of the Electric Mayhem, staying in his role as a drummer.
Scions of Animal are troubled individuals. They almost always have some sort of behavior problems and many of them are violent people. They often seem to have an unusual appreciation for something that would seem to be counter to their nature.
Favored Abilities: Art, Athletics, Brawl, Fortitude, Melee, Thrown
Associated Powers: Epic Strength Epic Stamina, Epic Appearance, Chaos, Earth, Fire, War, Performance
Uncle Deadly
Uncle Deadly is the god of death. He first appeared in the Vincent Price episode of the Muppet Show and would make a few more appearances later on. He is a frightening individual. His head has been described as skull-like. He is not evil, per say, but he does enjoy scaring others.
When in the World, Uncle Deadly takes on a variety of death related roles. He has been an undertaker, a funeral parlor director, and a mortician.
Scions of Uncle Deadly are often scary people. They seem to have a naturally creepy look to them and seem obsessed with death.
Favored Abilities: Art, Athletics, Awareness, Empathy, Occult, Presence
Associated Powers: Epic Dexterity, Epic Manipulation, Epic Appearance, Epic Wits, Chaos, Darkness, Death, Earth, Frost, Illusion, Moon, Psychopomp, Prophesy, Performance
Crazy Harry
Crazy Harry is the god of explosions. He is completely insane and will show up anytime someone says something that could be misconstrued as having something to do with an explosion. He will then cause an explosion with his ever-present plunger unless quickly stopped.
When in the World, Crazy Harry takes on any roles that allow him to blow something up.
Scions of Crazy Harry are often insane. They also have an unhealthy obsession with fire and explosions. As such, very few stay around one and they are often loners.
Favored Abilities: Art, Athletics, Awareness, Craft, Fortitude, Larceny
Associated Powers: Epic Stamina, Epic Perception, Chaos, Fire, Psychopomp, Sun, Magic, Performance
Guest Star
Guest Star is the god of entertainment and is a central figure to the Muppet pantheon. Unlike the other members of the pantheon, Guest Star does not have singular identity. Instead, Guest Star can take on the appearance, personality, talent, and even sex of anybody he/she feels like at the time. Sometimes, Guest Star can manifest as two different people.
When in the World, Guest Star will take on a wide variety of roles too numerous to list, but they all have something to do with the entertainment business.
Scions of Guest Star are widely varied, even more so than Scions of Zeus. They are often entertainers and inherit Guest Star’s talents. However, they do not inherit the entirety of Guest Star’s abilities, usually just the talents of whatever type of performer Guest Star was undertaking at the time. Some of them have been known to go through an identity crisis from time to time.
Favored Abilities: Animal Ken, Art, Awareness, Empathy, Fortitude, Presence
Associated Powers: Epic Dexterity, Epic Charisma, Epic Manipulation, Epic Wits, Animal (Muppet animals), Chaos, Guardian, Illusion, Psychopomp, Mystery, Prophesy, Performance
The Muppet Theatre: Muppet Pantheon Godrealm
The Muppet Theatre is the Godrealm of the Muppet Pantheon. It is their home and where they put on their shows. The Muppets are unique among the pantheons in that very few of them actually have a sanctum. With the exception of Statler and Waldorf’s Balcony and Guest Star’s Dressing Room, there are few private areas other than Backstage and the Dressing Room.
The House
The House is the area out front where the audience sits. It is comprised of a lower level and an upper balcony. The audience is mostly comprised of lesser known Muppets who are not performing at the time.
The Stage
The Stage is where all the performances take place. It is designed after a typical theatrical stage. However, The Stage is malleable and its appearance transforms with each sketch to the necessary appearance. Its size can change as well.
The Orchestra Pit
The Orchestra Pit is between The House and The Stage and is where the orchestra resides. The orchestra is often comprised of the Electric Mayhem and Rowlf along with Nigel the conductor.
Statler and Waldorf’s Balcony
Separate from the rest of the audience, Statler and Waldorf reside in an apparently small theatre box overlooking the stage. They have an excellent view of the action from there. However, they are always either complaining about how horrible everything is or heckling the performers. The box is actually much larger than it appears to be.
Backstage
Backstage is the largest area of the Muppet Theatre and it is where the majority of the Muppet gods reside. In fact, it is large enough that they can get some privacy from each other if they try. Backstage looks like a typical backstage area.
The Dressing Rooms
The Dressing Rooms are on the second level of the backstage area. They are small rooms where the Muppets can go to get ready for their upcoming performances.
Guest Star’s Dressing Room
This is Guest Star’s private (usually) sanctum. It has the appearance of a normal dressing room, but is Guest Star’s own home. Guest Star doesn’t get much privacy though as another Muppet will sometimes be forced to use it to get ready or sometimes other Muppets will just be in there for no reason.
Since the Siege: Showstopped
The Muppet Theatre’s House is empty. Antag has completely blocked off the entrance to the Muppet Theatre, making it so that nobody can get in to see the show. As such, all productions have stopped and the Muppets are at risk of being forgotten as performers.
Fraggle Rock: Muppet Underworld
Fraggle Rock
Fraggle Rock is the Underworld of the Muppet Pantheon. Despite appearing to be underground, it is a bright and cheery place filled with laughter and music. There is one spot that is an exception to this and that is the Forgotten Workshop, a dark and gloomy place where the spirits of the wicked go after death. The rest of Fraggle Rock is a very happy place. It is inhabited by the Fraggles, who are actually the spirits of the dead. They maintain their previous habits and personalities, but take on a form of a Fraggle.
The Forgotten Workshop
The Forgotten Workshop is the part of the Underworld where the spirits of those who were wicked in life go after death. The Fraggles are unaware of the existence of this part of their home (hence why it never appeared in the TV show) and the only passage connecting the two areas goes through Uncle Deadly’s Castle (which appears only as a rock wall on the Fraggles’ side). The Forgotten Workshop is a dark and foreboding place. Broken strings hang uselessly from the ceiling and the ground is littered with lifeless puppets, posed in a mockery of life. These puppets are actually the spirits of the dead that were sent here, forced to exist forever is a state of immobility as broken puppets. They forever lie on the floor staring at the ceiling and the strings that once gave them the ability to move.
Uncle Deadly’s Castle
This is the home of Uncle Deadly, the Muppet god of death. His castle is a dark and foreboding structure built into the wall of the Forgotten Workshop. There is a large pair of scissors on top of the castle that extend to cut the strings of any evil soul that comes down here. Within the castle is a secret passage that Uncle Deadly can use to enter Fraggle Rock. The Fraggles are unaware of this castle’s existence as it appears to be a rock wall to them and Uncle Deadly never enters their side.
Toon Pantheon
Virtues: Endurance, Expression, Vengeance, Zaniness
New Virtue: Zaniness: Zaniness is the virtue most associated with the Toon Pantheon, although any crazy Scion could have it as well. Those with this virtue often do the craziest and most unconventional things at any given time. Many times, the actions taken by someone with this virtue are completely off the wall and many view them as completely insane. However, it is said that there is a fine line between genius and insanity and as such many thoughts and actions resulting from this virtue are said to be “so crazy it just might work.”
Characters use Zaniness to: come up with and perform actions considered completely insane by most of the world, make the impossible possible, be generally silly or cartoony.
A failed Zaniness roll allows a character to: perform a task in a normal or conventional manner, react logically to a situation that usually calls for an insane reaction
Virtue Extremity: Absolute Insanity: The extreme reaction to attempting to stifle one’s zaniness can push her to go off the deep end. When this virtue extremity kicks in, logic is out of the question. The Scion goes completely insane and nothing she does has any reason or method to it whatsoever. She will put any and all insane thoughts into action no matter what the consequences. The results could range from mildly annoying and humorous to deadly and catastrophic. Absolute Insanity lasts for one full day.
Cartoon Physics: Toon Pantheon Specific Purview
1. Cartoony Reaction
Toons often react to things in exaggerated and zany ways. Perhaps the best example is the eyes bugging out about 3 feet and the jaw dropping to the ground, but any silly reaction works. With this boon, a Toon Scion can react to things in such a way as well.
2. A Sign of Things to Come
Toons often use signs to quickly express an emotion, opinion, etc. Scions of a Toon god can do so as well. They simply spend one point of Legend and a sign expressing whatever they want to say appears in their hand. Well known examples are “Yipe!” or “Silly, isn’t he?” but it could be anything. Of course, any swearing or cussing appears as “@#*#@” or in similar symbols.
3. Break the 4th Wall
Like the Muppets, the Toons will sometimes break the 4th wall, although not nearly as often. As such, Toon Scions can speak directly to the audience or acknowledge that they are in a movie (or in this case, in a role playing game). To break the 4th wall, they simply spend a point of Legend and say sometime to acknowledge the audience. This boon can only be used once per scene.
4. Back Pocket
Cost: 3 Legend and 1 Willpower
Toons are well known for reaching behind them and pulling out objects of any size. As such, Toon Scions have this back pocket as well. This back pocket can hold as many items as the Scion wants of any size, as long as the Scion is strong enough to lift it. However, these items don’t just materialize. They must be selected by the Scion and placed in her back pocket personally. Therefore, if said Scion wanted to pull a piano out of her back pocket, she would have to have put it in ahead of time. There is no cost to putting something in the back pocket, but in order to take it out the Scion must spend 3 Legend and 1 Willpower.
5. Gizmo
Dice Pool: Dexterity + Craft
Toons often seem to have just the right item at just the right moment. This is due to the fact that they have a gizmo. The gizmo is stored in the back pocket and is pretty much nothing until the Scion decides to use it. Whenever the Scion decides to use his gizmo, he roles Dexterity + Craft and spends 3 points of Legend. When he does this, the gizmo transforms into any item he wants or needs for the task at hand (the gizmo cannot become a relic). However, this boon can only be used once per session and once the gizmo is used it remains in the form of the chosen item until next session.
6. Create Cartoony Device
Dice Pool: Intelligence + Craft
With this boon, Toon Scions can build devices that normally could only exist in a cartoon. Even the craziest item is not off limits. To do so, the Scion roles Intelligence + Craft and spends 15 Legend and 1 Willpower.
7. Bag of Many Things
Dice Pool: Perception + Awareness
With this Boon, a Scion can manifest any item she wants from her back pocket (excluding relics) even if she has not previously placed it in there. To do so she roles Perception + Awareness without applying Epic Perception and spends 20 Legend. If the role is successful, she gets the item she wanted. If the role fails, she still gets something, but it will be a random item. Perhaps even something she didn’t want (i.e. A bomb with an already lit fuse)
8. So Stupid It Works
Cost: 20 Legend or 20 Legend and 1 Willpower
Sometimes, cartoony events can be boiled down to a Toon being too stupid to realize that something shouldn’t work. Examples include running off a cliff and staying in the air not realizing that there is nothing underneath or running through a tunnel painted on the wall. A Toon Scion could do this as well. When a Toon Scion wants to do something that should not work. He roles his Intelligence + Awareness (and does not apply Epic Intelligence) and spends 20 Legend points. If the role succeeds, he is too smart for his own good and the action doesn’t work, but if the role fails then he is too stupid to realize it shouldn’t work so if does. Alternatively, he can spend 20 Legend and 1 Willpower to have his Epic Intelligence apply as a negative bonus to practically insure that the role fails.
9. Back for More
Toons are incredibly tough to kill and this boon makes it so. If a Toon Scion is hit by an attack that should prove fatal (or something happens that should kill her), she roles her Stamina + Fortitude and spends 25 Legend and 1 Willpower. Doing so causes her body to react in a cartoony way and she simply falls down for the rest of the scene. She returns at full health next scene. This boon can only be used once per session.
10. Cosmic Shift
Cost: 30 Legend and 1 Willpower
The most powerful of Toon gods can cause the very fabric of existence to shift in a cartoony way. When a Scion wants to effect existence in such a way, he spends 30 Legend and 1 Willpower and causes a single change of his choice to occur. Examples include going through a door and when your pursuer opens the door he finds another door over and over until he finds an open doorway and walks right through into a straight drop from several stories or causing the dynamite intended to blow up your haven to destroy the surrounding area while leaving your place unharmed and surrounded by a crater. Anything the Scion thinks of is fair game.
Tex Avery
The only non-cartoon in the pantheon, Tex Avery is the god of cartoons. Sometimes called the King of Cartoons, Tex is the father of the pantheon, as he created many of the pantheon’s most notable members. He is also the leader of the pantheon, as none of the others are sane enough to do that job. As such, he is the voice of reason in an insane pantheon. Tex is a very imaginative and creative individual
When in the World, Tex Avery takes on roles that keep him close to the cartoon business. He has been an animation director, a voice actor, an animator, and a script writer.
Scions of Tex Avery are lesser versions of their father. They often have wild imaginations and are very creative people. Not all of them find their calling with cartoons, but a great many of them have.
Associated Powers: Epic Intelligence, Epic Wits, Epic Manipulation, Earth, Fire, Psychopomp, Illusion, Cartoon Physics
Rivals: Zeus, Ares, Odin, Amaterasu, Loki, and any others of the Storyteller’s choice
Bugs Bunny
Bugs Bunny is the god of trickery and war. Unlike other trickster gods, he is not usually the one to start the conflict. Instead, he tries to be reasonable and talk his potential opponent out of doing whatever they’re trying to do. When that fails, Bugs declares “Of course, you know, this means war” and retaliates. Bugs’ tricks are devastating, not only to his opponent but often to the surrounding area. He is also known for his cross dressing, implemented when he is working his tricks on an opponent. Bugs also likes to think of himself as the god of travelers, but his sense of direction is lacking. As a result, he never takes that left turn at Albuquerque and always ends up in a location that is nowhere near where he wanted to go.
When in the World, Bugs takes on many roles. Some of these include an army general, a cross-dressing comedian, and a travel agent.
Scions of Bugs Bunny are an interesting group. They are often pranksters and the class clowns at school, although many of them only pull pranks on those who anger them. Like Bugs, they seem to pull pranks with no regard for the safety of others and many of their victims have been sent to the hospital as a result. Some of his Scions also inherit is cross dressing habits, although none can pull it off anywhere near as well as he can. The vast majority of his Scions also inherit is talent for getting lost on a trip.
Favored Abilities: Art, Athletics, Awareness, Fortitude, Melee, Stealth
Associated Powers: Epic Dexterity, Epic Stamina, Epic Manipulation, Epic Appearance, Epic Wits, Chaos, Darkness, Earth, Justice, Illusion, War, Cartoon Physics
Rivals: Daffy Duck, Elmer Fudd, Yosemite Sam, Taz, Marvin the Martian, Wile E. Coyote, Loki, Hermes, Amaterasu, and any others of the Storyteller’s choice.
Daffy Duck
Daffy Duck is the god of showmanship and jealousy. He is a complete showoff who believes that he is more talented than any of the others combine, especially Bugs Bunny. He is intent on proving that his superiority to everyone. His jealousy is not completely unfounded as he was one of the most popular cartoon characters in existence before Bugs arrived and stole the spotlight. Daffy is also completely insane and will often start bouncing around emitting a goofy laugh.
When in the World, Daffy always takes on roles that keep him in the spotlight. He is usually an actor (both on film or on stage) or a comedian.
Scions of Daffy Duck are often completely nuts. They have insanely enormous egos believing themselves to be the absolute best at whatever they do and are intent of proving it to everyone. They become extremely jealous of anybody in their line of work who is more popular than they are.
Favored Abilities: Art, Athletics, Fortitude, Integrity, Presence, Survival
Associated Powers: Epic Dexterity, Epic Wits, Chaos, Psychopomp, Sky, Water, Cartoon Physics
Rivals: Bugs Bunny, Elmer Fudd, and any others of the Storyteller’s choice
Porky Pig
Porky PIg is the god of straightmen and sidekicks. Although he is older than both Bugs and Daffy, Porky became a star when he teamed up with some of the others as a sidekick and the straightman. He is a very happy individual unless angered and often puts up with the hijinks of the others for an extended period of time, especially Daffy. Porky has a bad stutter and often has to change his wording to get his point across.
When in the World, Porky takes on roles that suit him. He has been the straightman in a two man comedy team, a superhero’s sidekick in a TV show, and an assistant to a wide variety of different people.
Scions of Porky Pig are often the sidekicks of the more action-oriented Scions. They tend to stay in the background and take action when the main hero is in over his head, often accomplishing the goal for the other guys but receiving very little credit for it. They often inherit their father’s stutter.
Favored Abilities: Art, Empathy, Fortitude, Integrity, Melee, Presence
Associated Powers: Epic Stamina, Epic Charisma, Epic Perception, Epic Wits, Earth, Guardian, Prophesy, Cartoon Physics
Elmer Fudd
Elmer Fudd is the god of hunters. Believed to be a former Scion himself (the son of a long dead cartoon god named Egghead), Elmer is one of the few Toons gods to not start out as a god. Elmer seems to think that he is an excellent hunter and is always trying to shoot Daffy or Bugs. He is easily manipulated, though, and seems to have a soft heart as he bursts into tears whenever he thinks that he has killed Bugs. Elmer also has a speech impediment in which he replaces his R’s with W’s
When in the World, Elmer takes on roles that keep him close to the hunt. He has been a trophy hunter, the owner of a gun store, and a taxidermist.
Scions of Elmer Fudd enjoy going hunting, but often inherit his soft heart as well, feeling bad for the animals that they have killed. Like Elmer, they are notoriously gullible and often have some sort of speech impediment.
Favored Abilities: Art, Athletics, Craft, Investigation, Marksmanship, Survival
Associated Powers: Epic Dexterity, Epic Stamina, Epic Perception, Epic Wits, Fire, Magic, War, Cartoon Physics
Rivals: Bugs Bunny, Daffy Duck, etc.
Sylvester
Sylvester is the god of cats. He is a very proud and determined individual who almost never gives up when he sets his mind on something (which rarely ends well for him). Like Daffy Duck, he has a slobbery lisp.
When in the World, Sylvester is usually a cat. However, he has also been the owner of a pet store specializing in cats, the male version of the crazy cat lady, and the owner of a restaurant that serves exclusively bird dishes.
Scions of Sylvester often love cats to the point of obsession. They also inherit his pride and determination, making them some of the most stubborn Scions out there. They often inherit his lips as well.
Favored Abilities: Animal Ken, Art, Athletics, Brawl, Fortitude, Survival
Associated Powers: Epic Dexterity, Epic Stamina, Epic Wits, Animal (cats), Darkness, Moon, Cartoon Physics
Rivals: Tweety, Granny, Speedy Gonzales, etc.
Tweety
Tweety is the god of birds and overcoming adversity. One of the smallest members of the pantheon, he is can be mistaken for being helpless. Nothing could be farther from the truth. Not only is Tweety fully capable of defending himself, but he often has Granny protecting him. Tweety has a rather sweet disposition, but can be quite vicious when angered or crossed. Many cats have learned this the hard way.
When in the World, Tweety is often a bird. However, he has also been an ornithologist, a bird watcher, and the owner of a pet store specializing in birds.
Scions of Tweety are often unusually small people and regular sweethearts. However, they have nasty tempers when angered and are often not someone that you would want to mess with. They have a love for birds as well.
Favored Abilities: Animal Ken, Athletics, Awareness, Brawl, Fortitude, Melee
Associated Powers: Epic Strength, Epic Dexterity, Epic Appearance, Epic Perception, Epic Wits, Animal (birds), Chaos, Justice, Psychopomp, Sky, War, Cartoon Physics
Rivals: Sylvester, etc.
Wile. E. Coyote
Wile E. Coyote is the God of Intelligence and Misfortune. He is a genius (or so he claims) and always hungry. He often comes up with seemingly brilliant plans to acquire food, but they always backfire on him. He doesn’t talk very much, but he is very polite and distinguished when he does.
When in the World, Wile E. Coyote takes on a variety of roles too numerous to list. However, he often ends up on Workman’s Comp.
Scions of Wile E. Coyote are often highly intelligent. However, they also inherit their father’s bad luck streak and seem to end up in the hospital more often than Scion of any other god. Other Scions tend to avoid them out of fear that this streak of bad luck might rub off on them.
Favored Abilities: Athletics, Awareness, Craft, Fortitude, Melee, Presence, Science
Associated Powers: Epic Stamina, Epic Intelligence, Chaos, Health, Psychopomp, Cartoon Physics
Rivals: Road Runner, Bugs Bunny, etc.
Road Runner
Road Runner is the god of travel. He always seems to be on the move, going from one location to another. He doesn’t talk nor is he known for his intelligence. However, he is constantly able to outwit Wile E. Coyote.
When in the World, Road Runner is often a travel agent.
Scions of Road Runner love to travel. In fact, they are often nomads wandering from place to place. Like their father, they are not known for being super smart, but they manage to get by.
Favored Abilities: Athletics, Awareness, Empathy, Fortitude, Stealth, Survival
Associated Powers: Epic Dexterity, Epic Perception, Epic Wits, Chaos, Earth, Psychopomp, Cartoon Physics
Rivals: Wile E. Coyote
Foghorn Leghorn
Foghorn Leghorn is the god of loudmouths, mean pranks, and deception. When Foghorn Leghorn talks, everybody hears him whether they want to or not. He has an obnoxiously loud voice and loves to give bad advice. He has the appearance of a happy individual, but is one of the most mean spirited among the Toons, as he will pull really mean pranks on people for no reason (a certain dog in particular). He is also a notorious liar, especially when he is trying to save his own skin, and will try to deceive people in order to achieve his goals.
When in the World, Foghorn Leghorn has been the host of a prank-pulling TV show, a chicken farmer, and a senator.
Scions of Foghorn Leghorn are just as loud and obnoxious as their father. They can be mean spirited as well, but to a lesser extent and are often liars and con men. Many other Scions do not trust them.
Favored Abilities: Art, Athletics, Awareness, Fortitude, Melee, Presence
Associated Powers: Epic Stamina, Epic Manipulation, Epic Wits, Chaos, Illusion, War, Magic, Cartoon Physics
Rivals: any of the Storyteller’s choice
Yosemite Sam
Yosemite Sam is the god of crime. One of the few evil Toon characters, Yosemite Sam is a loud, mean, and short-tempered criminal. He is also very short, a fact that greatly annoys him. He is not the type of person to cross as he will not think twice about murder.
When in the World, Yosemite Sam is always some kind of criminal.
Scions of Yosemite Sam are like their father. They are loud-voiced, short-tempered, and hateful people and many of them are notorious criminals.
Favored Abilities: Athletics, Awareness, Brawl, Fortitude, Marksmanship, Presence
Associated Powers: Epic Dexterity, Epic Stamina, Epic Perception, Chaos, Fire, War, Cartoon Physics
Rivals: Bugs Bunny, etc.
Speedy Gonzales
Speedy Gonzales is the god of speed. He is a very happy individual and his high energy personality is topped only by his running speed. He is by far the fastest member of the pantheon, able to run straight through Sylvester’s body and out his tail.
When in the World, Speed Gonzales is a professional marathon runner.
Scions of Speedy Gonzales are high energy, hyperactive people. They are very friendly and happy, but are always in a hurry. They love to run.
Favored Abilities: Athletics, Awareness, Fortitude, Integrity, Larceny, Presence
Associated Powers: Epic Dexterity, Epic Charisma, Epic Perception, Epic Wits, Chaos, Psychopomp, Cartoon Physics
Marvin the Martian
Marvin the Martian is the god of destruction. He is constantly trying to blow up the Earth and is always coming up with new ways to do so. He is also the best craftsman of the pantheon.
When in the World, Marvin the Martian always takes on roles that allow him to destroy things, usually working for a demolition company.
Scions of Mavin the Martian love to set things on fire or blow them up. They are often very good at building things, but will more often than not destroy them afterward just for fun.
Favored Abilities: Athletics, Awareness, Command, Craft, Marksmanship, Science
Associated Powers: Epic Dexterity, Epic Stamina, Epic Intelligence, Earth, Fire, Moon, Psychopomp, Sun, Cartoon Physics
The Tasmanian Devil
The Tasmanian Devil is the god of nature. Taz is himself a practically unstoppable force of nature. He is bad tempered and constantly hungry, eating anything in his path.
Taz doesn’t spend much time in the World, but when he is there he spends a lot of time in the woods.
Taz doesn’t have very many Scions, but those that are around are lesser versions of him. They have foul tempers and seem to always be hungry. However, they are excellent, if somewhat undisciplined, fighters.
Favored Abilities: Athletics, Awareness, Brawl, Fortitude, Presence, Survival
Associated Powers: Epic Strength, Epic Dexterity, Epic Stamina, Epic Appearance, Chaos, Earth, Fertility, War, Cartoon Physics
Rivals: Bugs Bunny
Pepe Le Pew
Pepe Le Pew is the god of love and sexual harassment. He has the personality of a French gentleman, but due to be a skunk smells terrible (which he doesn’t seem to notice). He falls in love very quickly (at first sight) and relentlessly pursues his new love with tactics that could only be described as sexual harassment.
When in the World, Pepe Le Pew is a modern day Casanova.
Scions of Pepe Le Pew are like their father (and he has a few). They consider themselves to be the World’s greatest lovers and are constantly on the lookout for love. They tend to use Pepe’s tactics, so many of them have gotten in trouble for sexual harassment. They also seem to have a faint skunk-like odor constantly lingering around them.
Favored Abilities: Animal Ken, Art, Athletics, Awareness, Empathy, Presence
Associated Powers: Epic Dexterity, Epic Stamina, Epic Charisma, Epic Appearance, Epic Perception, Fertility, Moon, Psychopomp, Cartoon Physics
Count Bloodcount
Count Bloodcount is the god of death. Since he is a vampire, he is the only one who qualifies for that role. He has a dracula-like personality.
When in the World, Count Bloodcount usually takes on roles that allow him to portray vampires in entertainment venues
Scions of Count Bloodcount are unusual people. They often have an unhealthy obsession with vampires or death.
Favored Abilities: Animal Ken, Art, Athletics, Brawl, Occult, Presence
Associated Powers: Epic Dexterity, Epic Stamina, Epic Perception, Animal (bats), Darkness, Death, Moon, Cartoon Physics
Droopy
Droopy is the god of repressed emotions. He is the only member of the pantheon who is technically not a Looney Toon, but he is related to them in that he was created by Tex Avery. Droopy is not a very emotional character and always appears to be sad and depressed even when he claims to be happy. He is also slow moving. Many of his enemies make the mistake of underestimating him and end up paying for it when he expresses his anger by beating them up.
When in the World, Droopy has taken on numerous roles. Too many to list.
Scions of Droopy are slow moving and unemotional people. However, they should not be taken lightly. When pushed to far, they will express great anger and become very violent.
Favored Abilities: Art, Athletics, Awareness, Brawl, Fortitude, Presence
Associated Powers: Epic Strength, Epic Dexterity, Epic Stamina, Epic Wits, Psychopomp, War, Cartoon Physics
Granny
Granny is the goddess of protection and justice. She is a kindly old lady who doesn’t appear to be much of a threat, but those who underestimate her will find out otherwise.
When in the World, Granny is usually the kindly grandmother who is protective of those she cares about.
Scions of Granny are almost exclusively adopted. Their personalities are greatly varied, but they are often very kind people who care deeply about their friends and family and will do anything to protect them.
Favored Abilities: Animal Ken, Athletics, Awareness, Empathy, Melee Stealth
Associated Powers: Epic Strength, Epic Dexterity, Epic Charisma, Epic Perception, Epic Wits, Guardian, Justice, Psychopomp, War, Cartoon Physics
Notable Lesser Gods
Screwy Squirrel
MIchigan J. Frog
Rocky and Mugsy
the Goofy Gophers
Witch Hazel
Hubie and Bertie
Beaky Buzzard
Slowpoke Rodriguez
K-9
The Tiny Toon characters
The Animaniacs characters
Henery Hawk
The Barnyard Dawg
Toondoom: The Toon Underworld
Toondoom is the Underworld of the Toon Pantheon. It consists of three locations: Toon Heaven, Down There, and the Waiting Room.
The Waiting Room
When a member of the Toon pantheon dies, they find themselves entering a waiting room of enormous size stretching as far as the eye can see. Chairs line the walls and the floors and several benches are also in the area. The benches are waiting areas specifically for toon cats, who cannot pass into the next areas until all nine lives have expired. Therefore, each expended cat life must wait on the bench for the rest of its lives to arrive. At one end of the room is a booth with a single toon sitting behind it. He has a large book in front of him which he looks through when someone comes into the room. After a while, he will call someone by name to the window and look through the book. Upon reading off their deeds in life, he will determine whether they will go to Toon Heaven or Down There. Upon making his decision, he will do one of two things. He will either push a button and cause a golden escalator to appear or push a button and cause a trap door to open directly underneath the toon in question. The golden escalator leads to Toon Heaven and the trap door leads to Down There. There is also a locked door to the right of the booth. No amount of bashing or pulling can open or destroy this door no matter what level of Epic Strength the character possesses. Only Count Bloodcount or the toon in the booth can open the door. This door leads to either Count Bloodcount’s castle or to an abandoned castle in real world Transylvania and is the only way in or out for a living being.
Toon Heaven
The golden escalator goes on for what seems like forever, but finally ends at what appears to be a huge golden gate on top of fluffy white clouds. This is Toon Heaven, where those toons who lived good lives go when they die (a rare event for a toon usually). Upon first glance, Toon Heaven appears to be simply a land of clouds stretching farther than the eye can see. However, anything one can imagine will appear to entertain or serve him or her and Toon Heaven is vast enough that just about anything or any location can be found if explored.
Down There
Upon falling into the trap door, the toon in question falls for what seems to be thousands of miles before landing in an enormous pot of boiling water. Upon exiting the pot (which is scalding even to those with fire immunity) they find themselves in what appears to be a rocky cavern filled with fire. The rocks are red hot and the flames are everywhere. The temperature is unbearably hot even for those with Fire Immunity. This is Down There, where all wicked/evil toons go when they die. Down There is lorded over by an uncountable number of cartoon Devils. The cartoon Devils always outnumber the dead by at least one no matter how many souls are sent down here. The extra Devil is the leader and he is the first one the wicked soul meets. He sits behind what appears to be a judges podium and after going over the toon’s deeds in life determines an appropriate (an often ironic) eternal punishment.
Passages to Toondoom
There are only two ways into Toondoom for the living. One requires them to go to Count Bloodcount’s castle in the Toon Overworld. Other than that, the only way in is through an abandoned castle in Transylvania.
Animatoria: the Toon Godrealm
Animatoria is the Toon Panthon’s godrealm. Like many other godrealms, Animatoria is vast. Considering how much it covers, it could arguable be the largest of the godrealms. It has four basic locations, each with an uncountable number of subdivisions. The four major locations are the Big City, Small Town, Outside of Town, and Outer Space. Big City and Small Town are exactly that and each can be found in several locations. Outer Space obviously consists of all the homes of the alien Toons. Outside of Town covers everything not covered by the other three including forests, jungles, desert islands, etc. There is practically zero travel time required between areas (unless of course one goes the wrong way at Albuquerque). One can simply step outside of Small Town or Big City and find themselves in Africa, for example.
Big City
Big City areas look like the cartoon equivalent of a big city and there is not much to distinguish one from the other. However, some of them do have specific locations such as the Acme Corporation, Warner Brothers’ Studios, and Acme Looniversity. Many of them are also toon versions of real world cities.
Warner Brothers’ Studios
The Warner Brothers’ Studios looks like the cartoon counterpart of the real thing (see an episode of Animaniacs). It is home to the Water Tower (home to Wakko, Yakko, and Dot) and Termite Terrace, the animation studio where Tex Avery resides.
Acme Looniversity
Acme Loonivesity is a school for new and younger toons. Toon Scions can expect to spend some time here at some point. There they will be taught by various gods of the pantheon (most notably Bugs Bunny and Daffy Duck) the art of being toony. Most of the Tiny Toons can be found here.
the Acme Corporation
The number one (actually only) producer of cartoon goods, the Acme Corporation can be found or contacted almost anywhere in Animatoria (and occasionally in the World). The location of the corporate headquarters in unknown even to Tex Avery, but it does have stores and delivery posts everywhere you go.
Acme Labs
A subsidiary of the Acme Corporation devoted to scientific studies, although very little ever gets done. Acme Labs is most notable as the home of Pinky and the Brain.
Small Town
The Small Town areas are exactly what they sound like and few of them have anything special to set them apart, aside from a few homes of some of the many Toons.
Outer Space
Outer Space is vast and stretches on forever. It is home to many alien Toons and each planet is effectively a Sanctum in and of itself. The two most notable planets are Mars (home to Marvin the Martian) and Planet X. Additionally, going through a portal on Mars or just above Earth, one can enter an alternate version of Animatoria, in which Duck Dodgers (an alter ego of Daffy Duck) can be found.
Outside of Town
Outside of Town is almost as large as Outer Space and consists of every other environment not found in the other three. The most notable places here are Bugs Bunny’s Rabbit Hole, the Duck Pond (home to Daffy Duck), and the Farm (home to Foghorn Leghorn).
Axis Mundi
Any animation department of a major cartoon studio can be used as an Axis Mundi (except for the Disney cartoon departments, which lead to the godrealm of the Disney pantheon). Additionally, Albuquerque, New Mexico itself can be an Axis Mundi. All one has to do is travel underground (like Bugs Bunny) and make the wrong turn at Albuquerque and they may end up somewhere in Animatoria.
Since the Siege: Erased
Since the Titans escaped, Animatoria has been besieged by the Erasers forces. The toll has been heavy and the outer fringes of the godrealm are disappearing as though an eraser were slowly deleting them.
The Eraser, Greater Titan of Destruction
Favored Purviews: Chaos, Death, Corruption, Fire, War
Banned Purviews: Fertility, Guardian, Justice, Purification, Health
The Eraser is the Greater Titan of Destruction and is the scourge of all that exists. Its ultimate goal is to destroy everything in existence and then erase any evidence of anything existing at all. The other Titans are not excluded from its list as as such will not work with the Eraser. The Eraser is similar to Hundun in that it has no permanent avatars and mostly relies on corrupting Scions and gods and using them as its agents. However, it is different than Hundun in that it will occasionally make temporary avatars to achieve certain goals. These temporary avatars are usually used in attempts to corrupt potential agents of destruction and are often its means of communication with its own forces. Each temporary avatar is different. Some are manipulative and subtle, while others take the “blow everything up” approach. Once the temporary avatar has done its job it is absorbed back into the Greater Titan until another one is needed. The Eraser never uses the same avatar twice and as such none of those that have existed could be considered dominant. The only way to bind the Eraser would be to capture and bind a temporary avatar before it can be reabsorbed.
Prominent Features: Truthfully, there are none. The interior of the Eraser looks like an endless barren wasteland devoid of life. There is nothing to be seen unless a temporary avatar happens to be in existence and in such a case it can be seen from anywhere within the Greater Titan. If the presence of an intruder is brought to the attention of the Eraser, it will cause creatures to emerge from its desolate ground. These creatures (Titanspawn of the most horrible sort) could number anywhere from a few to hundreds of thousands depending on how much of a threat the Eraser feels the intruders are.
The Erased Template: Anything killed by an agent of the Eraser (including Titanspawn) is absorbed into the Greater Titan’s being and gains the Erased Template. Creatures with the Erased Template appear much as they did before, except that parts of them are missing as though they were erased (not severed) and at least one appendage has a large eraser at the end of it. These erasers deal aggravated damage to anything without the Erased Template. Erased creatures treat the Health Purview as piercing.
Antag, Greater Titan of Muppet Villains
Favored Purviews: Chaos, Death, Psychopomp, Illusion, Corruption
Banned Purviews: Guardian, Justice, Purification, Fertility
Antag is the Greater Titan of Muppet Villains. Most of the villains that have appeared in various Muppet films are its avatars, with Doc Hopper as the dominant avatar. Antag’s interior is not a very impressive site as it looks very much like the World as it exists today, but with several differences. Doc Hopper’s French Fried Frog Legs is thriving, Nicky Holiday is a crime lord, Bitterman Banking and Development owns the entire business world other than restaurant chains selling frog legs, and the Muppet Theatre does not exist.
Prominent Features: Considering that the interior of Antag looks almost exactly like the World today, not much sticks out about it. There are a few exceptions.
Doc Hopper’s French Fried Frog Legs: Doc Hopper’s restaurant is thriving inside Antag. He has thousands of locations all over. Each of these restaurants resembles a KFC except it has a green coloration instead of red. Doc Hopper could be found at any one of them and can teleport from one to another at will. Snake Walker can also be found at one of these restaurants when not out hunting frogs.
London: Within Antag, London, England is ruled by Nicky Holiday (the villain from The Great Muppet Caper). Instead of a petty thief, Nicky is now a crime lord, having stolen everything of value in London. As such, London is now his domain and he has the entire city under his control. Appropriately enough, he bases his operations out of Buckingham Palace.
Bitterman Banking and Development: Owned by Rachel Bitterman, Bitterman Banking and Development (or BBAD) owns 99% of all businesses (the other 1% being Doc Hopper’s French Fried Frog Legs). Thanks to Bitterman’s ruthless business tactics and no conservation laws, very little natural forest exist. Most of them have been destroyed and replaced with banks, malls, and other businesses. The BBAD HQ is located in New York City.
Nanny’s Nursery: This is where Nanny spends her time “babysitting” any Muppet babies she can get a hold of. Although a seemingly kind and caring woman, her actual goal is to corrupt Muppet Scions and turn them to her side. The Nursery has the appearance of exactly what it sounds like, although some of the doors have very strange things on the other side.
Krassman Labs: Although never seen in the movies, the labs owned by Professor Krassman are Antag’s answer to Muppet Labs. It is an enormous laboratory where Professor Krassman conducts his experiments (most of which involve mind control)
Avatars:
Doc Hopper: The dominant avatar of Antag, Doc Hopper is a ruthless businessman and restaurant owner. He is a somewhat chubby, but charismatic man who dresses in a manner similar to Colonel Sanders. Doc Hopper is obsessed with Kermit the Frog and is intent on either corrupting or killing Kermit.
Doc Hopper has a dice pool of 24 to all actions, modified by his Epic Attributes. He favors social abilities when dealing with enemies. He is not opposed to violent resolutions, but always uses hired goons or other avatars (like Snake Walker) when doing so.
Virtues: Ambition 5, Malice 4, Rapacity 3, Zealotry 5
Supernatural Powers:
-Avatars: The Trickster, The Defiler, The Way
-Boons: Every one- to eight-dot boon for every purview except for Guardian, Justice, Purification, and Fertility, which are forbidden to him. He also has all the boons from, Illusion, Corruption, and Psychopomp
-Epic Attributes: Epic Charisma and Epic Manipulation at 10 dots (with all appropriate knacks). All others at 8 dots (with all appropriate knacks)
Join Battle: 24
Attacks: None, he never fights his own fights, but prefers to remain in the background and coordinate his minions.
Soak: 41B/35L/8A
Health Levels: -0 x35/Incapacitated
Dodge: 47. Willpower: 10
Legend: 12. Legend Points: 144
Snake Walker: Snake Walker is a professional frog killer and often works with Doc Hopper. He is a tall, skinny man dressed completely in black and carries a three pronged spear gun. Kermit the Frog is his ultimate target.
Snake Walker has a dice pool of 22 to all actions, modified by his epic attributes. He favors physical abilities when dealing with enemies.
Virtues: Ambition 2, Malice 5, Rapacity 4, Zealotry 4
-Avatars: The Void, The Reaper
-Boons: Every one- to eight-dot boon for every purview except for Guardian, Justice, Purification, and Fertility, which are forbidden to him. He also has all the boons for Chaos and Death.
-Epic Attributes: Epic Strength, Epic Dexterity, Epic Stamina, and Epic Perception at 10 dots (with all appropriate knacks). All others at 8 dots (with all appropriate knacks)
-Spear Gun: Snake Walker’s spear gun uses the following stats: +10 accuracy, +12L, Range 200, Speed 5. It can only hold one spear at a time and must be reloaded after each shot.
Join Battle: 22
Attacks: Clinch: 22 accuracy, 12L, Speed 6. Unarmed, Heavy: 21 accuracy, 15L, Parry 56, Speed 5. Unarmed, Light: 23 accuracy, 12L, Parry 58, Speed 4. Spear Gun: 32 accuracy, 23L, Range 200, Speed 5.
Soak: 58B/52L/10A
Health Levels: -0 x52/Incapacitated
Dodge: 63. Willpower: 10
Legend: 11. Legend Points: 121
Nicky Holiday: Nicky Holiday is a master thief and the crime lord of London. He is a rather lazy person who only puts forth an effort into stealing. He prefers to avoid violent and only resorts to it when necessary, usually taking a hostage to avoid it. He seems to have a soft spot for Miss Piggy.
Nicky Holiday has a dice pool of 20 to all actions, modified by his Epic Attributes. He prefers to use social abilities when dealing with enemies.
Virtues: Ambition 5, Malice 2, Rapacity 4, Zealotry 3
-Avatars: The Void, The Trickster
-Boons: Every one- to eight-dot boon for every purview except for Guardian, Justice, Purification, and Fertility, which are forbidden to him. He also has all the boons from Chaos and Illusion
-Epic Attributes: Epic Charisma, Epic Manipulation, and Epic Dexterity all at 10 dots (with all appropriate knacks). All others at 8 dots (with all appropriate knacks)
Join Battle: 20
Attacks: Clinch 20 accuracy, 10L, Speed 6. Unarmed, Heavy: 19 accuracy, 13L, Parry 54, Speed 5. Unarmed, Light: 21 accuracy, 10L, Parry 57, Speed 4
Dodge: 56. Willpower: 9
Legend: 10. Legend Points: 100
Professor Krassman: Professor Krassman is a mad scientist with a German accent specializing in mind control in frogs. He often works with Doc Hopper in his attempts to corrupt Kermit.
Professor Krassman has a dice pool of 22 to all actions. He favors mental abilities when dealing with enemies.
Virtues: Ambition 5, Malice 3, Rapacity 3, Zealotry 3
-Avatars: The Way, The Defiler, The Beast
-Boons: Every one- to eight-dot boon for every purview except for Guardian, Justice, Purification, and Fertility, which are forbidden to him. He also has all the boons from the Psychopomp, Corruption, and Animal purviews.
-Epic Attributes: Epic Perception, Epic Intelligence, and Epic Wits all at 10 dots (with all appropriate knacks). All others at 8 dots (with all appropriate knacks)
Attacks: None. Like Doc Hopper, he prefers to have any fighting handled by lesser minions.
Dodge: 46. Willpower: 8
Rachel Bitterman: Rachel Bitterman (the villain from It’s a Very Merry Muppet Christmas Movie) is the owner of Bitterman Banking and Development and she is obsessed with tearing down the Muppet Theatre in order to turn it into a night club. She is a ruthless business woman and likes to get her way through tricks and deception. She very nearly corrupted Pepe the King Prawn and almost defeated the entire Muppet pantheon single handedly. Unlike with most Titans, it would be pretty clear what would happen to the World if she were to die. In the event of Rachel Bitterman’s death, the entire global economy would collapse and every business would go under except for restaurants specializing in frog legs (as long as Doc Hopper was still alive).
Rachel Bitterman has a dice pool of 22 to all actions. She prefers to use mental abilities when dealing with enemies. However, she is not above violent acts and even briefly went toe to toe with Miss Piggy.
Virtues: Ambition 5, Malice 4, Rapacity 5, Zealotry 4
-Avatars: The Void, The Trickster, The Defiler
-Boons: Every one- to eight-dot boon for every purview except for Guardian, Justice, Purification, and Fertility, which are forbidden to her. She also has all the boons from the Chaos, Illusion, and Corruption purviews
-Epic Attributes: Epic Perception, Epic Intelligence, Epic Wits, and Epic Dexterity all at 10 dots (with appropriate knacks). All others at 8 dots (with all appropriate knacks)
Attacks: Clinch: 22 accuracy, 12L, Speed 6. Unarmed, Heavy: 21 accuracy, 15L, Parry 56, Speed 5. Unarmed, Light: 23 accuracy, 12L, Parry 58, Speed 4
Nanny: Nanny (appearing in the TV show Muppet Babies) is a deceiver to the end. She presents herself as a kind and caring woman interested only in the well-being of those under her care. In reality, her goal is to capture and corrupt as many Muppet Scions as she can. So far, she has succeeded with one known case, Scooter’s sister Skeeter. Strangely, nobody has every seen Nanny’s face. All that is visible is her pink skirt and green striped socks.
Nanny has a dice pool of 22 to all actions. She favors social abilities when dealing with enemies.
Virtues: Ambition 5, Malice 3, Rapacity 3, Zealotry 5
-Avatars: The Trickster, The Defiler
-Boons: Every one- to eight-dot boon for every purview except for Guardian, Justice, Purification, and Fertility, which are forbidden to her. She also has all the boons from Illusion and Corruption
-Epic Attributes: Epic Charisma, Epic Manipulation, and Epic Appearance all at 10 dots (with all appropriate knacks). All others at 8 dots (with all appropriate knacks).
Attacks: None. Nanny is not a fighter. If she is in trouble, she usually calls on Snake Walker or asks Doc Hopper to send some of his minions.
Dodge: 46. Willpower: 10
The Humorless Template: All creatures that inhabit Antag have the Humorless Template. As the name suggests, any creature with this template has no sense of humor and will not laugh no matter how funny or silly the antics of their opponents. In fact, attempts at humor only serve to anger them and they double their efforts to defeat their opponents. Humorless creatures treat the Purification Purview as piercing.
Corruption Purview
Tainted Thoughts
Dice Pool: Manipulation + Empathy
The Scion, or whatever else is using the boon, looks at his intended victim and spends one Legend and rolls Manipulation + Empathy. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If the attacker is successful, the target experiences evil thoughts that he would normally never think about. While he may be somewhat disturbed by these thoughts, nothing can actually make him act on them.
Evil Intentions
For this to work, Tainted Thoughts must already have been used in that scene. The Scion looks at his intended victim and spends one Legend and one Willpower and rolls Manipulation + Empathy. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, the victim experiences not only evil thoughts, but feels a strong desire to act on those thoughts. She may prevent herself from doing so by spending one Willpower or rolling a virtue if carrying out said act would go against that virtue.
Corrupted Mind
The Scion glares at his victim and spends one Legend and one Willpower and rolls Manipulation + Empathy. By doing do, the victim’s mind becomes slightly warped and twisted so that he feels the urge to do something terrible at random intervals throughout the scene. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected.
Sins of the Heart
Cost: 1 Legend per action per virtue
The Scion glares at his victim and spends a number of Legend points equal to the number of actions he wishes the effect to take place for virtue he wants to effect. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, the victim takes a number of actions for each point of Legend spent that go against one or more of her virtues. These actions are highly malicious in nature and often result in unwanted outcomes.
Unforgivable Actions
Cost: 3 Legend and 1 Willpower per action per virtue
The Scion glares at her victim and spends 3 Legend and 1 Willpower for every action he wishes his victim to make for each virtue he wants to effect. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, the victim performs a certain number of horrendous actions that go against one or more of her virtues. These actions go against her virtues so badly that she afterward she will be unable to forgive herself for those actions. Her faith in said virtues may even be shaken, causing that virtue to decrease by one (if this results in having a 0 in a virtue then that virtue is replaced by a dark virtue)
Heart’s Betrayal
Cost: 5 Legend per virtue
The Scion glares at his victim and spends 5 Legend for every virtue he wishes to effect. He then rolls his Manipulation + Empathy and divides the successes among the chosen virtues. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend (this is done before successes are divided between the virtues). Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. For every 5 successes, that virtue is lowered by 1. If a virtue is reduced to 0 in such a way, that virtue is replaced by a dark virtue
Unrepentant
Cost: 10 Legend + 1 Willpower per virtue
The Scion glares at his victim and spends 10 Legend and 1 Willpower for every virtue he wishes to effect. He then rolls Manipulation + Empathy and divides the success among the chosen virtues. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected (this is done before successes are divided between the virtues). If more successes are scored on a virtue than that twice that virtue’s rating, that virtue is replaced by a dark virtue of the same rating.
Tainted Body
Roll: Manipulation + Fortitude
Cost: 10 Legend + 3 Willpower
The Scion glares at her intended victim and spends 10 Legend and 3 Willpower and rolls Manipulation + Fortitude. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, the victim’s inner corruption begins to manifest itself physically. How this looks is up to the Storyteller, but it could range from something as subtle as pallid skin to discolored eyes to something as obvious as masses of strange growths on the body or even growing an appendage that one shouldn’t have such as claws, wings, or a tail.
Twisted Appearance
Cost: 15 Legend per alteration
The Scion must actually touch the victim and then spend 15 Legend for every alteration he wants to perform and rolls Manipulation + Fortitude. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, the victim is physically changed in some way. What actually happens is up to the Storyteller as the one using the power only starts the transformation. Changes vary greatly and could possibly include and range from emaciated limbs to bulging muscles to the formation of bone blades or any other grotesque change that represents the victim’s inner corruption.
Unredeemable
Roll: Manipulation + Empathy
Cost: 15 Legend + 5 Willpower
The Scion touches the victim and spends 15 Legend and 5 Willpower and rolls Manipulation + Empathy. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, all of the victim’s virtues are immediately replaced with dark virtues of the same rate and the inner corruption begins to manifest itself physically following the guidelines for Twisted Appearance. The victim is now corrupted beyond salvation.
Avatar of Corruption (The Defiler)
Cost: 30 Legend + 1 Willpower
For one scene, the character becomes The Defiler. The Defiler is a monstrous hulking abomination that should not exist. It spreads its corruption to everyone and everything around it in a radius large enough to corrupt an entire city. Not only are people affected, but plants, animals, and even objects (buildings included) suffer the effects of the Defiler’s corruption. People, plants, and animals become corruptions of nature while inanimate objects begin to crumble.
Purification Purview
It is not known who created the Purification Purview, but its use is obvious. It is the only purview that can undo the effects of the Corruption Purview. Of course, the Corruption Purview can in turn also undo the effects of the Purification Purview. Note that Puros, the Greater Titan of Purity, uses this purview, but with slightly different effects. His version still replaces virtues with dark virtues, but he can choose which dark virtue to add/increase. His will most likely pick zealotry, followed by ambition, but will never increase malice.
Wholesome Thoughts
The Scion, or whatever else is using the boon, looks at his intended target and spends one Legend and rolls Manipulation + Empathy. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Targets with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If the attacker is successful, the target experiences pure, wholesome thoughts that he would normally never think about if he were evil or a Titanspawn. While he may be somewhat caught off guard by these thoughts, nothing can actually make him act on them.
Good Intentions
For this to work, Wholesome Thoughts must already have been used in that scene. The Scion looks at his intended target and spends one Legend and one Willpower and rolls Manipulation + Empathy. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, the target experiences not only wholesome thoughts, but feels a strong desire to act on those thoughts. She may prevent herself from doing so by spending one Willpower or rolling a virtue if carrying out said act would go against that virtue.
Purified Mind
The Scion glares at his target and spends one Legend and one Willpower and rolls Manipulation + Empathy. By doing do, the target’s mind becomes slightly calmed and pure so that he feels the urge to do something honorable at random intervals throughout the scene. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected.
Heart’s Virtue
The Scion glares at his target and spends a number of Legend points equal to the number of actions he wishes the effect to take place for dark virtue he wants to effect. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, the target takes a number of actions for each point of Legend spent that go against one or more of her dark virtues. These actions are highly benevolent in nature.
Forgivable Actions
The Scion glares at her target and spends 3 Legend and 1 Willpower for every action he wishes his target to make for each dark virtue he wants to effect. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, the victim performs a certain number of benevolent actions that go against one or more of her dark virtues. These actions go against her dark virtues so badly that she afterward she will be unable to forgive herself for those actions. Her faith in said virtues may even be shaken, causing that dark virtue to decrease by one (if this results in having a 0 in a dark virtue then that dark virtue is replaced by a virtue)
Heart’s Content
The Scion glares at his target and spends 5 Legend for every dark virtue he wishes to effect. He then rolls his Manipulation + Empathy and divides the successes among the chosen dark virtues. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend (this is done before successes are divided between the virtues). Targets with lower or no Legend don’t get this roll and those of higher Legend are unaffected. For every 5 successes, that dark virtue is lowered by 1. If a dark virtue is reduced to 0 in such a way, that dark virtue is replaced by a virtue of the Storyteller’s choice.
Repentant
The Scion glares at his target and spends 10 Legend and 1 Willpower for every dark virtue he wishes to effect. He then rolls Manipulation + Empathy and divides the success among the chosen dark virtues. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Targets with lower or no Legend don’t get this roll and those of higher Legend are unaffected (this is done before successes are divided between the virtues). If more successes are scored on a dark virtue than that twice that dark virtue’s rating, that dark virtue is replaced by a virtue of the same rating (Storyteller’s choice).
Untainted Body
The Scion glares at her intended target and spends 10 Legend and 3 Willpower and rolls Manipulation + Fortitude. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, the victim’s physical corruption begins disappear. Skin color and tone returns to its natural state, extra body parts that grew as a result of the corruption vanish, etc.
Natural Appearance
The Scion must actually touch the target and then spend 15 Legend for every alteration he wants to undo and rolls Manipulation + Fortitude. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Victims with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, the victim is physically changed in some way that undoes the effects of Twisted Appearance. What actually happens is up to the Storyteller as the one using the power only starts the transformation, but depending on how many changes occur, the target may be restored to his or her natural state.
Redemption
Aside from the avatar power, this is the only thing that can undo Unredeemable. The Scion touches the target and spends 15 Legend and 5 Willpower and rolls Manipulation + Empathy. If the target is of equal Legend, they get to resist with a contested roll of Willpower + Integrity + Legend. Targets with lower or no Legend don’t get this roll and those of higher Legend are unaffected. If successful, all of the target’s dark virtues are immediately replaced with virtues of the same rate (Storyteller’s choice) and the phyical corruption begins to vanish following the guidelines for Natural Appearance. Also, the victim’s inner corruption begins to vanish as well. The victim is now redeemed.
Avatar of Purification (The Purifier)
For one scene, the character becomes The Purifier. The Purifier is a radiant being of indescribable beauty. It purifies everyone and everything around it in a radius large enough to affect an entire city. Not only are people affected, but plants, animals, and even objects (buildings included) are affected of the Purifier’s purity. All physical and inner corruption fades, leaving pure hearted individuals, healthy plants and animals, and completely restored buildings and landscapes.