TEXT: ™
  Y A Z A T A :
  T h e  P e r s i a n  G o d s
  By Siavash Mojarrad and Dean Shomshak
  
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  Credits
  Written by: Siavash Mojarrad and Dean Shomshak
  Developer: Eddy Webb and Dean Shomshak
  Editor: Genevieve Podleski
  Art Direction and Book Design: Brian Glass
  Artists: Trevor Claxton, Oliver Diaz, Andrew 
  Hepworth, Imaginary Friends Studio, Mattias Kollros, 
  Ron Lemen, Adrian Majkrazk, Christopher Swal and 
  Rich Thomas, 
  Cover Art: Rich Thomas
  © 2010 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, 
  except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only. White 
  Wolf and Scion are registered trademarks of CCP hf. All rights reserved. 
  All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf.
  CCP North America Inc. is a wholly owned subsidiary of CCP hf.
  This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction 
  and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
  Check out White Wolf online at http://www.white-wolf.com
  PRINTED ON DEMAND.
  
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  Table of Contents
  THE YAZATA
  The Yazata 
  7
  The Pantheon 
  8
  Purviews 
  14
  Birthrights 
  19
  Cosmology 
  28
  Titans 
  31
  THE GOD, THE BAD 
  AND THE UGLY
  Introduction 
  37
  The Strangers Rode Into Town 
  50
  Mirages of Time 
  54
  Outlaws! 
  55
  Interrogation 
  58
  The Vice of Killing 
  60
  Showdown 
  61
  Aftermath 
  63
  Scene Charts 
  65
  ™
  Y A Z A T A :
  T h e  P e r s i a n  G o d s
  
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  Cyrus 
  stood in front 
  of the heavy wrought-iron 
  gate set into the stone wall. Through the 
  bars he could see a garden of trees and bushes laden with 
  ripe fruits. Dozens of men and women ranged through the garden, 
  harvesting the bounty with exaggerated care. One man accidentally 
  grasped a bunch of grapes instead of the vine and shrieked in horror 
  as several of the grapes burst in his hand. Cyrus watched as the hand 
  spasmed, the flesh wrinkling and becoming discolored as if it had 
  suddenly aged decades.
  “This is the place. She’s supposed to be here,” he muttered to 
  himself, grabbing the bars of the gate. Arm and shoulder flexed with 
  impossible strength as Cyrus tore the gate off its hinges and flung 
  it behind him. Every eye in the garden turned toward the shriek of 
  tortured metal to see the black-haired man charging in through the 
  gaping hole where the gate once stood.
  “Where is your master? Where is the Green Deev?” he roared, 
  grabbing two nearest workers and flinging them across the garden. 
  Cyrus silently prayed he could intimidate them instead of trying to 
  fight them all.
  “I am here, child of Mithra.” The voiced echoed through the garden, 
  a gravelly baritone that seemed to vibrate inside Cyrus’s skull. A tree 
  shook and a hulking figure, easily eight feet tall, stepped out from behind 
  it. Covered in a thick green pelt, the Green Deev walked between 
  the trees, plucking various fruits and continuing to talk as he did so. 
  “Can you feel yourself dying from the inside out? It must 
  be sad to be so constrained by time. Even the 
  divine ichor in you cannot fight 
  aging.” The giant 
  turned 
  
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  a 
  wicked 
  smile 
  on 
  Cyrus. 
  “You look old and worn.”
  The Green Deev suddenly threw a grapefruit 
  at the young Scion. Cyrus hesitated for the briefest of 
  moments as his brain put together the memory of the burst grapes 
  and the worker’s aged hand flashing through his mind. He dove to the 
  side, letting the grapefruit spatter against the stone wall. The others 
  in the garden took their cue from the monster and began to launch 
  their pickings at Cyrus.
  The Green Deev walked away, calling over his shoulder toward 
  Cyrus, “You know, I’m going to enjoy seeing this luscious produce 
  in the markets. Can you imagine everyone’s horror when they begin 
  to rot from the inside out? The younger ones might even survive. A 
  few, however, will awaken to their heritage.”
  Cyrus dashed quickly through the hail of produce and made for one 
  of the Green Deev’s lackeys. Just as he was about to reach his target, 
  he caught sight of a peach heading directly for the side of his head. 
  Flinging himself backwards, he prayed he would be fast enough to 
  avoid it. He landed hard on his back and the peach smacked wetly 
  into the ground a few feet from him.
  Rolling to his feet, he heard a poorly restrained giggle. 
  He looked around and saw the Green Deev’s followers all moving 
  in slow motion, looks of horror dawning on their faces. Cyrus almost 
  laughed himself as the slow motion extended even to the objects they 
  were throwing.
  “Great timing, Trish. Couldn’t you have shown 
  up earlier?” he asked as the two of them 
  swept through the slowed 
  workers.
  
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  “Don’t 
  complain! I have 
  other duties aside from taking 
  care of you, you know. Now, where is the 
  Green Deev?” Trish asked as she threw a right hook that 
  knocked out the last of the followers.
  “It looks like he’s already running away. They never seem too keen to 
  stick around once you show up.” Looking past her, Cyrus watched as a 
  bird with bright green plumage took off into the sky. 
  She shot him a wry glance, rolling her eyes. She walked over a nearby 
  grapevine, reaching out toward the fruits with an eager hand.
  “Don’t touch those!” Cyrus yelled, leaping over to stop her. Unfortunately, 
  he wasn’t nearly as quick as she was, and he could only stare in dismay 
  as some grapes popped in her palm. Then he gasped in shock as her hand 
  showed no signs of aging. “I thought those things aged you!”
  “They do. I just happen to not have to worry about such things. A 
  gift from my father; he said he wanted me to always be this beautiful!” 
  Trish made a playful twirl before returning a thoughtful gaze to the trees 
  before her. “This garden needs to be cleansed.”
   “Fire, then?” Cyrus asked.
  “No! There is a more elegant and considerate method.” Trish closed 
  her eyes and felt for the titanspawn-created disease within the garden. 
  Slowly, summoning her power, she reached out and began to kill off the 
  supernatural infection, one plant at a time.
  “Fire would be faster, you know,” he objected. 
  Her eyes remained closed in concentration, but she replied, 
  “The world is important, and all its many 
  pieces - animals, plants, and people - 
  are part of the world.”
  
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  The Persian Gods
  The Yazata (“worthy of worship”) are the Gods 
  of ancient Persia and its neighbors, of the peoples of 
  the Iranian plateaus and steppes. The Yazata are poets 
  and warriors, generals and bureaucrats, and emphasize 
  truth, righteousness, valor, art, and beneficence. They 
  draw out those traits in their people and, more directly, 
  in their Scions. The Scions of the Yazata have been an 
  active force in combating titanspawn and subverting 
  their schemes.
  History
  The actual origins of the Yazata are lost to time. 
  If the Yazata themselves recall their early beginnings, 
  they’re not sharing. The most unambiguous thing that 
  can be said of them is that they likely originated in the 
  same time and in the same area as the Devas of India. 
  In fact, references to deities from both pantheons occur 
  in some of the oldest holy books of each, the Avesta 
  and the Rigveda.
  As the story goes, thousands of years ago, a man 
  the Greeks called Zoroaster made himself known. He 
  taught his followers of Ahura Mazda, a God of light 
  and truth, and Ahriman, a creature of darkness, evil 
  and lies. He preached of these beings’ constant struggle 
  and that of their allies, who were lesser divinities and 
  lesser demons. Some Scion historians suspect Zoroaster 
  was an incredibly charismatic and intelligent Scion 
  of Ahura Mazda — he was able to sway the minds 
  and opinions of those who met him, and his words 
  still carried the essence of his potent wisdom when 
  transcribed. Zoroaster himself never took control of 
  any territory, instead becoming mentor and advisor to 
  leaders of the ancient Iranian plateau. As a result of 
  Zoroaster’s actions, Ahura Mazda rose to ascendance 
  in the region and became the head of the previously 
  disorganized but egalitarian pantheon.
  The newly purposeful Yazata, with Ahura Mazda at 
  their head, fought Ahriman and his minions in a series 
  of stalemates. Deevs and drujs, a race of titanspawn 
  subservient to Ahriman, opposed the Scions of the 
  Yazata at every turn — the deevs physically powerful 
  and the drujs alluring and persuasive. Ahriman’s own 
  son, a hugely powerful deev, slew a favored Scion of 
  Ahura Mazda, Siyamak, before being slain by the 
  Scion’s son in turn. Later, Ahriman unleashed the 
  great dragon-beast, Azi Dahaka, who ravaged much 
  of the land before being subdued and bound beneath 
  a mountain.
  Such conflicts ranged back and forth, with each 
  side raising up champions to oppose the other. The 
  The Yazata
  The Yazata
  Yazata slowly gained the edge with heroes such as Sam, 
  Zal, and Rustam, who became the greatest hero of the 
  Yazata. Rustam fought every kind of monster that 
  threatened ancient Iran, crushed enemy armies, and 
  outmuscled and outwitted titanspawn. Once, Rustam 
  was pitted against one of the most powerful deevs, and 
  he made its skull into a helmet. Nevertheless, the 
  Titans always found a way to subvert the victories of the 
  Yazata and their Scions. Through their machinations, 
  Rustam unknowingly killed his own son. He later 
  killed Esfandyar, another champion and Scion of the 
  Yazata, before finally being mortally wounded through 
  the betrayal of both his brother and his king.
  However, the Yazata gained momentum in their 
  war, winning more often and with respites lasting 
  longer and longer. At some point during this time, 
  Ahura Mazda disappeared from both the World and 
  the Overworld. It wasn’t obvious at first, as the head 
  of the pantheon had always been prone to disappear 
  for a time tending to whatever matters he deemed 
  most needed his attention. Now, centuries later, no 
  one knows exactly what the disappearance means, 
  although the theories regarding it are manifold. Even 
  Mithra (who often acted as Ahura Mazda’s right hand) 
  has been accused of turning against his mentor in a 
  plot to have his own worship spread by the Romans 
  even as far as Britain.
  Though the eternal combat has slowed, many 
  titanspawn still exert their malign influence where 
  they can. The Scions of the Yazata throughout the 
  ages have had to combat them, trying to keep the 
  creatures from gaining a victory from the ashes of their 
  ancient defeats.
  Relationships with 
  Other Pantheons
  The Yazata’s relations with other pantheons have 
  never been particularly amicable. When Cyrus the 
  Great, one of their early worshippers, created the first 
  “empire of the known world,” the Yazatas collided 
  with many other pantheons.
  For centuries, the Dodekatheon and the Yazata 
  played a game of one-upmanship through their mortal 
  followers: the invasion and conquest of Ionian Greece 
  by the Persian Empire, the halting of the Persian 
  invasion at Marathon and Thermopylae, the invasion 
  of Persia by Alexander of Macedon, the Parthian 
  destruction of the Seleucids, and so on. Even the 
  invasion of Persia by Alexander the Great, the greatest 
  blow the Dodekatheon struck against the Yazata, was 
  marred by Alexander’s adoption of many aspects of 
  
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  Persian culture. Some divine historians muse that 
  his untimely death was punishment for not holding 
  his Hellenistic culture above the Persians. Of course, 
  the game still continues, with the Dodekatheon 
  contesting their vast influence on later cultures and 
  the Yazata countering that their worship far outlasted 
  the Dodekatheon’s and their influence persists as a 
  living thing.
  On the other hand, another pantheon the Yazata 
  came into conflict with led to friendly relations that 
  persist to this day. When the Persian Empire conquered 
  Egypt, the Persian emperor had himself sanctioned as 
  a pharaoh instead of coming in as a foreign conqueror, 
  and worship of the Pesedjet was accepted under the 
  theory that they were allies of the Yazata.
  The Yazata have had a hard time dealing with some 
  of the other pantheons, especially the Atzlanti, whose 
  excessively (as the Yazata see it) gory practices seem 
  pointless and petty. The Loa, being far away and very 
  strange to the Yazata’s sensibilities, are given polite 
  (if cold) respect for having carved out a space in the 
  Overworld. However, the Loa’s focus on harmony, one 
  place at a time, seems a little narrow-visioned to some 
  of the Yazata, particularly Mithra.
  The Aesir and the Amatsukami were close enough 
  to come into occasional contact with the Yazata, but 
  far enough that the contact was never very significant. 
  The Yazata may not approve of some of the more 
  bloodthirsty traditions the Aesir espouse, but they do 
  appreciate the value placed on the rights and honor 
  of their worshippers. The Amatsukami don’t interact 
  much with the Yazata; dealings with them have been 
  positive, if limited.
  Enemies and Allies 
  of the Pantheon
  The main enemies of the Yazata are the deevs and 
  drujs, titanspawn that serve Ahriman. The deevs are 
  often large, hairy and muscular, with extra limbs or 
  heads and mouths with protruding tusks and sharp 
  teeth. The drujs, on the other hand, can often appear 
  as incredibly attractive women and tend to entice 
  others to their downfall. The most powerful of the 
  deevs and drujs act as lieutenants to Ahriman. They 
  are ruthless to an extreme, with a sociopathic lack of 
  compassion — nothing has value but themselves, and 
  everyone else is a pawn or an obstacle.
  The Yazata tend to have good relationships with all 
  the minor divinities, demigods, and lesser immortals 
  within their territory. Even in their heyday, the Yazata 
  (at Ahura Mazda’s insistence) never went out to displace 
  local Gods, even when their worshippers conquered 
  larger and larger portions of the world. Instead, other 
  deities, lesser and greater, were accepted as allies and 
  left to be worshipped without harassment. In fact, 
  mimicking the mortals’ division of ancient Persia into 
  satrapies, the Yazata subdivided their territory in a 
  similar manner, letting the local Gods remain so long 
  as they maintained Yazata standards. The benefits of 
  their ancient actions are coming to fruition; even now, 
  the Yazata often find friends in strange places, due to 
  historic courtesy. For their Scions, the same benefit 
  applies, as all across Asia and into Europe, many 
  immortals remember the fair treatment they received 
  and are willing or at least more easily convinced to aid 
  the Yazata and their Scions.
  The Pantheon
  The Pantheon
  Virtues: Conviction, Duty, Expression, Valor.
  The Yazata have existed in their current forms for 
  at least four thousand years, and claim earlier origins. 
  They concern themselves primarily with the concept 
  of transcendence. As much as doing right by the World 
  is necessary, everything is a part of the effort toward 
  transcendence, individually or communally. Where 
  others may focus on continuity of the World, social 
  justice, individuality or other virtues, the Yazata are 
  arrayed towards the uplifting of the World to a more 
  righteous state.
  Ahura Mazda, the supreme deity of the pantheon, 
  accepts all other Gods that struggle against the Titan 
  Ahriman as brothers in arms, at least nominally. 
  On the other hand, no one has seen Ahura Mazda 
  in over a thousand years. Some Yazata say he has 
  withdrawn from the current struggle to more fiercely 
  counterpose Ahriman, an essential task now that 
  the rest of the Titans are on the loose. Others claim 
  Ahriman has won that engagement decisively, as 
  Ahriman remains active.
  The greatest weakness of the Yazata is their self-
  righteousness. More than any other pantheon, the 
  Yazata hold that theirs is the way (even though each 
  member has a slightly different interpretation of just 
  what that way is). This arrogant inflexibility has often 
  made it difficult for the Yazata to work with other 
  pantheons even as they need allies the most. This has 
  lead to a delicate balancing act of their ideals against 
  the practicalities of the war against the Titans. But like 
  all true idealists, sometimes they (and their Scions) 
  sacrifice practicality in favor of what is “right.”
  The Yazata’s Scions spend most of their time 
  tracking down titanspawn in places of social disorder 
  and moral decay. Inner-city ganglands, drug-lord 
  territory, and civil-war torn nations are favored places 
  
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  for these Scions to go, and there they try to put an end 
  the influence of the titanspawn. While not always on 
  the side of the law — in fact, they are just as likely to 
  be on the opposing side — the Yazata’s Scions work 
  with those whose ideals most closely match their own; 
  after all, they do have a divine mandate.
  The Persian Gods tend to treat their Scions very 
  well. They expect much, but they are more than 
  willing to give advice or bestow gifts to help their 
  children in the war. Maces, swords, and bows are 
  common for weaponry, but the Yazata’s Scions are 
  just as likely to receive less martial gifts. While some 
  Yazata may be generous with their children, they 
  are not indulgent, and their Scions are held to high 
  expectations of conduct, both on the battlefield and 
  off. All the kindness and generosity — as well as the 
  Birthrights — can disappear in a moment should one 
  of their Scions fail those expectations.
  Anahita
  AKA: Ardvi Sura Ardwisur 
  Anahid, Anahid, Anahit
  Description: Anahita, Goddess of water, takes 
  her many duties seriously. She has fertility to ensure 
  — keeping milk, wombs, and seed clean and pure — 
  people to keep safe, and waters to reign over. Still, 
  Anahita also finds time for intellectual pursuits, both 
  academic and practical. In her aspect as charioteer, she 
  maintains interests in both war and weather, riding in 
  a mighty chariot drawn by the four horses of Wind, 
  Rain, Cloud and Sleet.
  That Anahita still takes great pleasure in life is 
  hardly surprising, since she is so closely intertwined 
  with life and the making of new life. She always 
  appears as a beautiful young woman of indeterminate 
  ethnicity with a lush body and alluring deep-set eyes. 
  Her clothing tends toward the colorful and expensive. 
  Anahita has tried many walks of life: nurse in a 
  maternity ward, R&D department head, social worker, 
  military reservist, Peace Corps member, and even nun.
  Anahita’s Scions are well looked after by their 
  mother, beginning with her high standards regarding 
  their mortal parents. She takes great pleasure in 
  watching her Scions grow up, and is always an 
  active part of their life, even if they don’t realize 
  the kindly librarian or minister is their mother. Like 
  her, Anahita’s Scions are usually good-looking and 
  gregarious, with a powerful concern for the well-
  being of their friends. Unfortunately, sometimes they 
  befriend the wrong person, and their stubborn loyalty, 
  more than anything, has led Anahita’s otherwise 
  virtuous Scions astray.
  Associated Powers: Epic Appearance, Epic 
  Charisma, Epic Intelligence, Asha, Health, War, 
  Water
  Abilities: Academics, Brawl, Empathy, Fortitude, 
  Medicine, Politics
  Rivals: Vayu; Aphrodite, Erzulie, Isis, Raiden, Sif, 
  Tlazoltéotl
  Ard
  AKA: Ashi, Ashi Vanghuhi, 
  Ashi Vanuhi, Ahrishwang
  Description: With a genial smirk on her face, 
  Ard always gives the impression she knows more 
  than she lets on. In charge of just rewards in both the 
  physical and spiritual sense, Ard knows her duty is to 
  reward the deserving. Her standard for “deserving” is, 
  according to some in the pantheon, relaxed and fickle. 
  Though she prefers to think of it as keeping up with 
  the times, her association with fortune and luck gives 
  her a capricious nature.
  Whether youthful or elderly in appearance, Ard 
  always moves with a lilting grace. Her forays into 
  the mortal World have been many, as within it 
  she is freed from the oversight of the other Yazata, 
  especially that of her brother, Sraosha. Working as 
  a cocktail waitress in a Las Vegas casino, she hand-
  picked new millionaires; as an EMT, she never lost a 
  patient on the way to the hospital. Ard has roughed 
  it as a hitchhiker, bringing good fortune to everyone 
  who gave her a ride, enjoyed the easy life as a trophy 
  wife whose husband couldn’t seem to fail at anything 
  he did and worked as an agent for new actors, turning 
  her favorites into stars.
  Ard’s Scions can learn what they don’t know and 
  get lucky when there isn’t time to learn, but the right 
  attitude, Ard has found, is integral. The majority of her 
  Scions are upbeat and positive, live a conspicuously 
  lucky life, and tackle even the most divine problems 
  with an easy confidence. Ard tends to send her Scions 
  out with little in the way of directions, instructions, 
  or advice, preferring to give them a few guidelines 
  and let them figure out the best way. After all, with a 
  little luck it’ll probably be in the right direction, even 
  if they stumble.
  Associated Powers: Epic Dexterity, Epic Wits, 
  Asha, Fertility, Magic
  Abilities: 
  Academics, 
  Athletics, 
  Empathy, 
  Investigation, Larceny, Stealth
  Rivals: Amaterasu, Heimdall, Hermes, Horus, 
  Oguon, Tezcatlipoca
  Haoma
  AKA: Hom
  Description: Known for his prodigious strength 
  and incredible good looks, Haoma still remains rather 
  modest. He doesn’t feel the need to be the center of 
  attention, and by far prefers to stay on the outside, 
  
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  continuing his work and helping out but never the 
  central figure. This isn’t to say he isn’t proud of what 
  he does or that he denies his accomplishments; he 
  just refrains from boasting. His peaceful nature thrives 
  away from the spotlight, allowing him to work without 
  having to butt heads except when necessary. When 
  roused, however, Haoma is deliberate and unstoppable, 
  like the tree whose roots can crack a boulder.
  In modern times, Haoma appears as a middle-aged 
  man with intelligent golden-green eyes. He dresses in 
  practical working clothes, even when his position in 
  mortal society dictates otherwise, and his hands are 
  often smudged with earth. In his excursions into the 
  World, Haoma has been an environmental scientist, 
  refinery worker, gardener, nutritionist and park ranger.
  Haoma’s Scions rarely encounter their father 
  after their Visitation. He prefers to contact them 
  through intermediaries, leaving them to their own 
  devices. His Scions tend towards physically intensive 
  or outdoorsy work.
  Associated Powers: Epic Strength, Asha, Earth, 
  Fertility, Health, Magic
  Abilities: Athletics, Brawl, Craft, Medicine, 
  Science, Survival
  Rivals: Vayu; Amaterasu, Atum-Re, Damballa, 
  Freyr, Hades, Xipe Totec
  Mah
  AKA: Maonghah
  Description: The Goddess of the Moon avoids 
  the flashy displays of most divinities. She would much 
  rather watch what’s going on and go incognito when it’s 
  time to get involved. Glory is fine, but she’d rather be 
  glorified in tales than have to wade in, powers blazing. 
  In appearance, she ranges from a nondescript girl in 
  her late teens to a wizened crone dressed in something 
  plain. She’s the girl you didn’t notice until she walks 
  up and introduces herself, but then she cannot be 
  forgotten — partly because of her keen intellect and 
  partly because you think she has your wallet.
  Mah isn’t exactly a thief, but she is an opportunist. 
  She keeps a keen eye on what is going on, and when 
  a chance presents itself, she is always ready to take 
  advantage. With a growing emphasis on intellect and 
  the strong bent towards ruthless opportunism that 
  capitalism promotes, the World is more appealing 
  than ever to Mah. She has skipped through mortal life 
  in a myriad of personas. She was the power behind the 
  throne in a major crime syndicate, and then the cause 
  of its collapse. As a nurse, she operated a “recreational” 
  pharmacy on the side which, when discovered, brought 
  attention to the corruption of the hospital. When 
  
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  she was a government agent, she blew the whistle on 
  illegal government-funded operations. Wherever she 
  goes, she performs well, stays out of sight, and keeps a 
  close eye on what’s going on.
  Mah’s Scions are made of the same mold. They are 
  alert and intelligent with a certain freedom from moral 
  dogma. Like their mother, they’re usually proactive 
  and helpful, but their help is more likely to be found 
  as part of plea-bargain than a pardon. Her Scions often 
  don’t know where the line is in doing a little wrong to 
  accomplish a greater good, which gets them into trouble 
  from everything from mortal to divine authorities.
  Associated Powers: Epic Intelligence, Epic Wits, 
  Animal (Cattle), Asha, Moon
  Abilities: Animal Ken, Art, Larceny, Occult, 
  Science, Stealth
  Rivals: Vayu; Artemis, Frigg, Shango, Tezcatlipoca, 
  Thoth, Tsuko-yomi
  Mithra
  AKA: Mithras, Mitra, Mihr, Mehr
  Description: As the de facto head of the pantheon, 
  Mithra has shouldered a lot of responsibility since 
  the disappearance of Ahura Mazda. And as the 
  God of contracts and a preserver of truth and law, 
  responsibility isn’t anything new to him. Fighting 
  Titans, conceiving Scions, and making and keeping 
  allies on top of managing the pantheon is new and 
  difficult, but Mithra is managing. He lets everyone 
  see his confidence in the Yazata — even if he doesn’t 
  always feel it himself. He administers judgment to 
  the dead, protects souls on their journey to paradise, 
  represents the sun and its purity, and is known for his 
  talents as a warrior — the Roman soldiers even had 
  a cult dedicated him in his warrior aspect (although 
  there is some dispute about that — see p. 20).
  Mithra always has a youthful body, lean but fit, with a 
  calm, open smile on his face. He either is clean-shaven or 
  fully bearded (never at some point between), with dark 
  hair. As a God of light and the sun, his subdued smile 
  radiates and ensnares the glances of passersby. He speaks 
  in deep, soft tones that combine genuine sincerity and 
  charm, communicating his meaning clearly and genteelly. 
  In the ancient days, he wore traditional clothing of the 
  region he was in — whether he was dressed as a Roman, a 
  Persian or a Turk was of little concern to him. In modern 
  times he is always attired in a relaxed but unobtrusive 
  outfit: In the office, he wears a suit with tie loosened; on 
  the docks, he’s barefoot and shirtless with once-expensive 
  cutoff shorts; and at the community shelter, he’s the man 
  whose worn clothes have been carefully hand-mended.
  
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  Mithra seems like a genuinely nice guy whose 
  main motives are helping make the World a better 
  place, but the truth is a bit different. He is the God of 
  contracts, an arbiter not of morality, but of integrity. 
  His justice isn’t necessarily a fair outcome: It’s the 
  lawful one, regardless of who is hurt and how badly. 
  When mortal, he is remembered as a man of his word, 
  sincere and friendly, but with a core inflexibility that 
  could quickly turn his smile into a disapproving glare 
  — and Mithra’s glare has a weight all its own.
  Living up to his ideals in the modern world is a bit 
  more difficult than it once was, but Mithra does his 
  best. He has lived as civil rights lawyer, a member of 
  Interpol, an advocate for refugees, a radical historian, 
  a senior enlisted military man, and a motivational 
  speaker. His presence engenders hope and he manages 
  to bring out the best in others. Unfortunately, his 
  winning personality acts against him (and his Scions), 
  as their time is often jealously sought after by others, 
  sowing discontent he must then mediate.
  Mithra views fatherhood as a sacred duty, and 
  while he can’t attend to each one of his Scions, many 
  of them have had someone or something keeping an 
  eye on them. More than one of his Scions has stories 
  of a “guardian angel,” until they find out just who or 
  what was looking out for them. His children are usually 
  highly principled individuals that work hard to help 
  others and the World. These innate ethical standards 
  take a toll, as the World demands a certain level of 
  moral relativism and compromise. That’s something 
  that Mithra’s children often find they can’t do, and 
  more than one child of Mithra has been brought low 
  by their somewhat inflexible codes.
  Associated Powers: Epic Strength, Epic Charisma, 
  Asha, Fire, Justice, Psychopomp, Sun, War
  Abilities: Command, Integrity, Investigation, 
  Melee, Politics, Presence
  Rivals: 
  Hera, 
  Izanami, 
  Kalfu, 
  Loki, 
  Set, 
  Tezcatlipoca, Vidar
  Sraosha
  AKA: Srosh, Sorush, Sroshdatak
  Description: Sraosha, the God of obedience, is the 
  zealot of the pantheon, filled with fervor for what the 
  Yazata stand for. Where the other members have their 
  own agendas and often prioritize their own desires 
  ahead of the party line, Sraosha rarely does. He knows 
  that his place is to support their worshippers and remind 
  them — and his fellow Gods — of their sacred duties. 
  This would be a tiresome role for anyone, but Sraosha 
  has a single-minded dedication that is matched to his 
  ability to empathize, keeping his passion personal.
  Although his epithet is the God of obedience, 
  much of Sraosha’s work is directed toward helping 
  mortals, supporting and encouraging those that 
  follow the principles of the Yazata (even if they 
  don’t necessarily worship or know of the Yazata). 
  The obedience that Sraosha strives for is not induced 
  by threat of consequences, but by the benefits 
  of collaboration.
  In mortal guise, Sraosha is almost always a figure of 
  community authority, whether it’s the town mayor or 
  the most outspoken member of the local union. He was 
  a member of the Inquisition until his reformist views 
  earned his removal. As a politician, he ushered in several 
  radical pieces of legislature that earned him his party’s 
  enmity but endeared him to the public. Whatever role 
  he takes, he has a goal in mind from the beginning and 
  means to make a difference with his actions.
  Sraosha does not shirk his responsibilities, and 
  involves himself in all of his children’s lives. Scions 
  of Sraosha are just as impassioned and noble as their 
  father, even if they don’t share his exact set of values: 
  The fight against the Titans is a perfect place for his 
  Scions to direct that passion.
  Associated Powers: Epic Appearance, Epic 
  Perception, Asha, Guardian, Justice, Prophecy
  Abilities: 
  Awareness, 
  Empathy, 
  Fortitude, 
  Integrity, Medicine, Presence
  Rivals: Vayu; Ares, Baron Samedi, Loki, Raiden, 
  Set, Tlaloc
  Tishtrya
  AKA: Tiri, Tir
  Description: The God of rain and the star Sirius 
  usually appears as a man with white hair and a 
  melancholy smile on his prematurely aged face. That 
  sense of peaceful melancholy is in his personality, too, 
  as he tries to do what’s right, but people just don’t seem 
  willing to help. It isn’t surprising he’s a bit disillusioned 
  with mortals, since his best-known legend centers on 
  his defeat by the deev of drought because the people 
  wouldn’t sacrifice to him. He will always fight for 
  them, though, because it’s his duty.
  In modern times, Tishtrya finds himself something 
  of a patron of lost causes, willing to fight it out 
  (metaphorically and literally) even when everyone else 
  tells him to let it be. He has been a criminal defense 
  attorney, missionary, farmer, oil tycoon, astrologer, 
  and beach bum. Whenever he takes up a cause, he 
  sticks to it with a single-minded conviction… until he 
  returns to the Overworld, discarding it like the mortal 
  shells he wears.
  Scions of Tishtrya usually grow up knowing they 
  were a product of a passionate love affair. The Scions 
  often exhibit the characteristic steadfastness of their 
  father, willing to hold to what they believe to the 
  bitter end. Of course, having that kind of obstinacy 
  causes his Scions to develop the same cynical outlook 
  as Tishtrya when, time and time again, they find that 
  
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  others can’t stick it out. Despite being disappointed 
  again and again, Tishtrya and his Scions always manage 
  to keep hope that things will work out.
  Associated Powers: Epic Stamina, Animal 
  (Horse), Asha, Guardian, Fertility, Stars, Water
  Abilities: Art, Empathy, Fortitude, Integrity, 
  Marksmanship, Thrown
  Rivals: Vayu; Poseidon, Shango, Sobek, Susano-o, 
  Tlaloc, Vidar
  Vahram
  AKA: Bahram, Behram, Verethragna, 
  Wargaran
  Description: God of victory and aggressive 
  triumph, Vahram is an athletic bully of a warrior. 
  His violent nature is matched to a streak of raw 
  stubbornness that can be seen physically in his form 
  as a boar. He claims to have invented the pre-emptive 
  strike, and while he won’t stab someone in the back, 
  he is more than willing to run someone through 
  before they know what’s going on — to keep them 
  from doing it first, of course.
  However, it’s not that Vahram can’t be nice or 
  that he’s all about violence. He just knows that there 
  are a lot of people out there that are in desperate need 
  of a thrashing for... well, for something. Those who 
  can call Vahram friend know that, even if victory isn’t 
  assured, he will hold the line to the bitter end so that 
  others can live. The problem is Vahram’s assumption 
  that just about everyone is in the opposing camp. 
  Years of the decline of his patron empire, the slow fade 
  to obscurity of his pantheon, and the dishonest bent 
  of society have lead him to view the denizens of the 
  World as being practically in league with the Titans.
  Vahram has tried to make a difference in the only 
  ways he understands: working as a mercenary, a black 
  market arms dealer, loan shark, a corporate day-trader, 
  and a war-hawk legislator. He isn’t averse to getting 
  his hands dirty, as long as he scores at the end — it’s 
  all about victory. In the World, he most often appears 
  as strong and fit man just past his prime, with a few 
  gray hairs and crow’s feet gracing the corners of his 
  eyes. When prompted to action, Vahram always makes 
  the first move, and those who’ve dealt with him in a 
  brawl learn what strength can lurk in his older frame. 
  Of course, the God wears a younger form on occasion 
  as well, but even then tends towards an age just after 
  his prime.
  His Scions tend to be aggressive, outgoing and 
  confident to the point of absurdity. Vahram doesn’t 
  usually take part in his offspring’s lives until their 
  Visitation, letting them assert themselves of their own 
  accord before their divine heritage is made apparent. 
  Usually, they tend towards martial occupations, 
  although some few are predisposed toward artifice, 
  influenced by their father’s position as guardian of the 
  sacred Fire (which is heavily associated with metal-
  workers). Either suits Vahram fine, as some of his 
  epithets are “best-armed of the Gods” or “most highly 
  armed,” and he’d like to hear the same of his children.
  Associated Powers: Epic Strength, Epic Stamina, 
  Animal (Boar), Asha, Fire, War
  Abilities: Brawl, Command, Craft, Marksmanship, 
  Melee, Thrown
  Rivals: 
  Vayu; 
  Athena, 
  Hachiman, 
  Horus, 
  Huitzilopochtli, Oguon, Tyr
  Vayu
  AKA: Vata, Vayu-Vata, Ram
  Description: Vayu is the God of wind and air. He 
  is the breath of life and hope, and fights alongside 
  his pantheon in the war against the Titans. But he 
  is also the last breath at death and is known as the 
  strongest not for his physical strength, but because 
  he makes such strength irrelevant. Prayers to Vayu 
  are always specifically directed to him in his aspect 
  as a benign force, but those prayers are half a request 
  for help and half a plea to be spared his darker side.
  Vayu is the bridge between the good and evil, the 
  light and dark, and has an agenda all his own. Vayu’s 
  relationship with the rest of the Yazata is somewhat 
  questionable, as he has been known to work with the 
  Titans in the past. He keeps his own counsel on this, 
  but he still comes to the aid of the other Gods. He is 
  the biggest element of chaos within the Yazata, but 
  he claims the discord he brings necessarily keeps the 
  pantheon and their people from stagnating.
  Vayu is usually seen as a tall, tanned, handsome 
  man in the prime of youth, flashing a bright smile. 
  Sometimes he is a skinny, sallow teenager, lying and 
  stealing his way from city to city. As a soldier, he 
  single-handedly kept his platoon alive. He has worked 
  as an anesthesiologist with a disturbing track record of 
  accidental patient deaths. As a traveling minister, he 
  reaffirms the faith of everyone he meets.
  Like their father, Vayu’s Scions are changeable 
  and morally ambiguous. The potential for nobility 
  is present, but grim, selfish practicality is far more 
  likely to rear its head in one of Vayu’s own. He lets 
  his Scions make decision on their own as they grow 
  up and rarely gives orders even after their Visitation. 
  He chooses his Scions for their self-reliance and 
  willfulness. He wants collaborators, not pawns 
  — other Gods’ Scions are good for that — and he 
  doesn’t want to have to hold his Scions’ hands and 
  tell them what to do.
  Associated 
  Powers: 
  Epic 
  Dexterity, 
  Epic 
  Manipulation, Asha, Chaos, Death, Pyschopomp, Sky
  Abilities: Athletics, Awareness, Control, Melee, 
  Presence, Stealth
  
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  Rivals: Haoma, Vahram; Anubis, Heimdall, 
  Izanagi, Legba, Quetzalcoátl, Thor, Zeus
  Zam
  AKA: Zamyat, Zamyad, 
  Zam-Armatay
  Description: The Goddess of earth is a little 
  atypical for her role; her purview is known as one of the 
  first things created and yet she came to the pantheon 
  later than most, a subject she tries to avoid. Unlike 
  other earth-goddesses, Zam is seldom motherly and 
  tends to be exacting and practical. Once set to a task, 
  Zam applies herself and finds a way to get a decisive 
  result. She is patient and methodical, perhaps even a 
  little ruthless in accomplishing her goals. In the fight 
  for the World, she forgives herself that ruthless streak.
  Zam considers the World the place where all the 
  real work gets done. The Overworld and all of its 
  inhabitants have their place, but the War, shadowy 
  and behind the scenes, has its front lines in the World. 
  She generally appears as a woman in her mid-thirties 
  to mid-forties, with an easy smile and hard eyes, and 
  the rest of her appearance changes as the situation 
  requires. Zam has lived as a political analyst, hard-
  nosed self-help author, grassroots campaigner, and a 
  corrupt official.
  She often lets her Scions develop talents on their 
  own; Zam isn’t looking for her Scions to mirror her 
  temperament, but to be useful for the next set of goals 
  she has laid out. She’s still their mother and while the 
  mission comes first, her Scions’ welfare isn’t a too-
  distant second. During the Visitation, Zam usually 
  lets her children know there is a bigger picture and 
  that they all have to make sacrifices for it. It is better 
  they have some clue than feel completely betrayed and 
  bitter later on when they realize just how expendable 
  they are to their mother.
  Associated Powers: Epic Stamina, Asha, Earth, 
  Mystery
  Abilities: Academics, Fortitude, Occult, Politics, 
  Science, Survival
  Rivals: Vayu; Dionysus, Erzulie, Freya, Geb, 
  Susano-o, Xipe Totec
  AHURA MAZDA
  AHURA MAZDA
  Where has the God gone? Is he a Titan, or 
  serving one? If so, maybe Mithra or another 
  of the Yazata bound Ahura Mazda away when 
  he ﬁ nally crumpled before the chthonic will 
  of his Titan master. Perhaps he got away and is 
  even now conspiring with other Titans. Ahura 
  Mazda could be innocent and imprisoned not 
  by one of the Yazata, but by one of the Titans. 
  Maybe he is attending to other matters, like 
  raising up his own Scion: the Saoshyant, the 
  messiah of Zoroastrianism.
  Purviews
  Purviews
  Pantheon Purview: Asha
  Asha is an old word that cannot be clearly translated 
  into other languages, but can be understood to mean 
  both “truth” and “right.” It combines the idea of what 
  is and what should be. What is righteous is true. What 
  is evil is a lie. And righteousness united with truth, the 
  Yazatas believe, is mighty. Those who face the power 
  of Asha must agree.
  Mortals summarized Asha in three concepts: 
  Humata (Good Thoughts), Hukhta (Good Words), 
  and Havarastra (Good Deeds). Following these tenets 
  would bring mortals the favor of not just the Gods but 
  also of the Amesha Spenta, the six personifications of 
  facets of Asha. When enemies came, a believer who 
  followed Asha would be aided by the Gods or the 
  Amesha Spenta.
  Humata (Asha •)
  Dice Pool: None
  Cost: 1+ Legend
  Upon purchasing this Boon, the Scion chooses 
  one of the three attribute categories (Mental, 
  Social or Physical) to associate with this power. 
  Thereafter, the Scion can invoke the principle of 
  Humata (Good Thoughts) and call upon greater 
  reserves of power. The Scion gains a single “Wild 
  Card” dot of Epic Attributes, which she may apply 
  to any Attribute within her chosen category. This 
  may raise an Epic Attribute beyond what the 
  character’s Legend rating allows. The character 
  cannot use Humata multiple times to increase an 
  Epic Attribute by more than one, or to increase 
  any other Epic Attributes. Nor does the temporary 
  dot of Epic Attribute grant an additional Knack. 
  Humata (and its successor Boons) cannot raise an 
  Epic Attribute above 10 dots.
  Invoking Humata costs as many Legend points 
  as the final value of the chosen Epic Attibute. The 
  effect lasts for a scene, and cannot be changed until 
  the scene ends. 
  
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  Example: A Scion of Anahita has an Epic Intelligence 
  of 2, no Epic Wits, a Legend of 3 and Humata associated 
  with Mental Attributes. She could spends 3 points of 
  Legend and increases her Epic Intelligence to 3, ignoring 
  that her Legend is too low for that rating; or, she could 
  spend 1 Legend to gain one dot of Epic Wits for the rest 
  of the scene.
  Hukhta (Asha ••)
  Dice Pool: None
  Cost: 1+ Legend per person affected
  The Scion picks a second category of Attributes, 
  and gains a single “Wild Card” dot of Epic Attributes 
  she may apply to this category, following the same 
  rules as for Humata.
  What’s more, as a miscellaneous action the Scion 
  can grant a dot of an Epic Attribute to a companion 
  by speaking words of encouragement or praise and 
  touching the target. (Or writing, or signing — just so 
  long as the target can understand the Scion.) The dot 
  must be in one of the two categories chosen by the 
  Scion. There is no repeat use to grant multiple dots 
  (even in multiple categories). The gift of power can 
  raise Epic Attributes above the limits set by the target’s 
  Legend, and each gift costs as many Legend points as 
  the resulting Epic Attribute rating. This power can 
  affect mortals as well as Scions and other supernatural 
  folk. The effect lasts for a scene.
  Havarastra (Asha •••)
  Dice Pool: None
  Cost: 1 Willpower + 1 or more Legend per person 
  affected
  The Scion gains a third “Wild Card” dot of 
  Epic Attribute, applied to the remaining category 
  of Attributes.
  The Scion can also bestow a single dot of Epic 
  Attributes on other people at range, and gift more than 
  one target at a time. The Scion takes a miscellaneous 
  action indicative of prayer — perhaps opening her 
  arms and looking to the sky, kneeling and touching 
  the ground or simply bowing with her hands clasped. 
  She grants a single dot in one Epic Attribute to all 
  her chosen targets. Targeted people must be within 
  (Legend x 10) yards of the Scion, but she does not 
  need to see them — merely to know they are present. 
  Each target costs the Scion Legend points based on 
  the resulting value of the chosen Epic Attribute, as per 
  Hukhta and Humata. The effect lasts a scene. Hukhta 
  and Havarastra do not stack.
  Amesha Spenta Yasht 
  (Asha •••• To ••••• ••)
  Dice Pool: Charisma + Integrity
  Cost: 1 Willpower + 5 Legend
  The Amesha Spenta are six principles that 
  represent aspects of the old Persian understanding 
  of the World. For each level of this Boon, the Scion 
  selects an additional Amesha Spenta.
  A mystic aura surrounds a Scion who invokes an 
  Amesha Spenta. The Scion gains a benefit to one of 
  her purviews. If the Scion currently lacks a suitable 
  Birthright for channeling that purview, she can 
  invoke the Boons she knows anyway, at no penalty. 
  (She still needs to own a suitable Birthright and learn 
  Boons as normal: Amesha Spenta Yasht merely offers 
  a chance to channel the purview if the Birthright is 
  unavailable.) If the Scion has her Birthright, then 
  she gains bonus dice equal to her Legend on rolls to 
  activate Boons from that purview.
  The Scion may only invoke one aura per scene, but 
  the Boon lasts for the remainder of the scene or until 
  the Scion chooses to end it.
  • Ameretat — The Amesha Spenta of Eternal 
  Life. Associated with all plant life, this Amesha Spenta 
  manifests as a faint shimmer of a green aura surrounding 
  the Scion, twisting at the edges like a vine’s tendrils. 
  Ameretat is associated with the purview of Fertility.
  • Armaiti — The Amesha Spenta of Holy 
  Devotion. Armaiti is associated with the earth, and 
  appears as a brown or beige aura around the Scion, 
  crumbling at the edges into motes that fall and swirl 
  back into the aura like a trickle of sand. Armaiti is 
  associated with the purview of Earth.
  • Asha Vahishta — The Amesha Spenta of 
  Best Truth. A red-orange aura flares to life around 
  the Scion, flickering at the edges like flames. Asha 
  Vahishta is associated with the purview of Fire.
  • Haurvetat — The Amesha Spenta of Perfect 
  Wholeness. Associated with the waters of the world, 
  this Amesha Spenta manifests as a light blue aura 
  in constant motion, flowing smoothly across the 
  Scion’s features. Haurvetat is associated with the 
  purview of Water.
  • Kshathra — The Amesha Spenta of Righteous 
  Dominion. Kshathra is associated with the sky and 
  metals, and appears as a silver-white aura that flashes 
  with angles and edges. Kshathra is associated with the 
  purview of Sky.
  • Vohu Manah — The Amesha Spenta of Good 
  Wisdom. No aura appears, but the Scion’s features 
  take an ever-changing animalistic cast — her eyes 
  might become cat-like one moment, or her skin may 
  seem scaled the next. Vohu Manah is associated with 
  the Animal purview.
  Amesha Spenta 
  (Asha ••••• •••)
  Dice Pool: Integrity + Legend
  Cost: 10 Legend
  When the Scion uses this Boon, one of her chosen 
  Amesha Spentas manifests to assist her. The aura of 
  the Amesha Spenta flows off her body to coalesce as 
  
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  an abstract humanoid figure formed of the physical 
  principle of the Amesha Spenta (i.e., fire for Asha 
  Vahishta, water for Haurvetat, etc.)
  The Amesha Spenta has all the Scion’s dice pools 
  and can use all the Boons that the Scion knows from 
  the relevant purview. It acts by the Scion’s will, but 
  takes its own actions. As an abstract concept given 
  form, though, the mystic helper cannot do anything 
  but move and use Boons. It also uses the Scion’s 
  Legend to power those Boons. No mundane force can 
  harm an Amesha Spenta, but attacks backed by Epic 
  Attributes, Arete, or other supernatural means deal 
  damage as normal. The Amesha Spenta has soak equal 
  to the Scion’s natural soak (including Epic Stamina) 
  and it has five –0 Health levels.
  This Boon may be used once per scene. The 
  Amesha Spenta lasts for one minute per success on the 
  activation roll.
  The Scion may also select a fifth Amesha Spenta 
  to associate with Asha, as per the previous Boon.
  Seta Amesha Spenta 
  (Asha ••••• ••••)
  Dice Pool: Integrity + Legend
  Cost: 15 Legend
  This Boon acts the same as the previous Boon, 
  except that once per scene, the Scion may now 
  call three Amesha Spentas at once to help her. 
  The Scion also now has access to all six of the 
  Amesha Spentas.
  Ashavan (Asha ••••• •••••)
  Dice Pool: None
  Cost: 1 Willpower + 15 Legend
  With this Boon, the Scion calls upon the 
  fundamental existential principle of Asha. She may 
  create her own, seventh Amesha Spenta, for whatever 
  All-Purpose Purview she wants: Chaos, Health, 
  War, whatever. Yazata traditionally choose Sun, to 
  improve their connection to Divine Light, or Stars, 
  the purview of cosmic order — but they can choose 
  anything. However, a character can only do this once: 
  She cannot go on to create further Amesha Spentas. A 
  Yazata’s personal Amesha Spenta has the same effects 
  as the basic six, with the same cost to manifest. What’s 
  more, the Yazata may now spend 15 Legend and 1 
  Willpower to evoke all seven of her Amesha Spentas 
  as helpers.
  All-Purpose Purview: 
  Stars
  Humanity learned about time, space and cosmic 
  order by watching the stars, and the Star Purview deals 
  primarily with such concepts. Star-based metaphors 
  and celestial phenomena also inspire Boons; new 
  discoveries about outer space lead to additional 
  Boons, or to new perspectives on old powers. While 
  some aspects of the Star Purview overlaps with other 
  Purviews, truly potent manipulations of space and time 
  belong to Star Gods alone.
  
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  a broken piece of glass, she can tell how long ago 
  it broke off. The power is specific to the object 
  being touched; when the shard of glass was part of 
  window, it was a different object with a different 
  age. However, every two threshold successes reveals 
  one additional age that is relevant to the object. 
  With three total successes, for instance, a Scion 
  who touched the hood of a car and wondered at the 
  car’s age, could discern when the car was built and 
  when the hood was replaced. With nine successes, 
  a Scion could touch the Venus de Milo and sense 
  when the statue was carved, when the arms broke 
  off, when the marble was quarried, and the geologic 
  age of the marble.
  Aurora (Stars •••)
  Dice Pool: Appearance + Presence
  Cost: 3+ Legend
  The Scion evokes the sparkling majesty of the 
  cosmos. This costs 3 Legend, +1 Legend per dot the 
  character has of Epic Appearance. As a miscellaneous 
  action, the Scion gathers a cloak of shimmering light 
  around her body, resembling the polar aurora or a deep-
  space nebula. The unearthly lights blur the Scion’s 
  outline; even her distance from the viewer becomes 
  uncertain. For the rest of the scene (or until the 
  Scion’s player lets Aurora lapse), the Scion’s Dodge 
  and Parry DVs both increase by half the number of 
  successes rolled (round down).
  The effect is easily defeated by closing one’s eyes 
  (though blindness carries its own penalties — see 
  Scion: Hero, p. 186). Also, Aurora does not stack with 
  other effects that enhance DV, such as Untouchable 
  Opponent or Tidal Interference.
  Still Object (Stars ••••)
  Dice Pool: Perception + Legend
  Cost: Varies
  The Scion concentrates on an inanimate object 
  for a miscellaneous action and spends an amount of 
  Legend dependent on the size of the object. Her player 
  rolls (Perception + Legend), at a difficulty likewise set 
  by the object’s size. Success means the object is frozen 
  in space and time, unchanging, wherever it is — on 
  the ground, on a table, in mid-air — for a number of 
  minutes equal to the Scion’s Legend. No mundane 
  force can move or affect the object. For instance, if the 
  object is on a table, moving the table leaves the object 
  floating in mid-air. However, the object can be moved 
  by supernatural means: Those with Epic Strength or 
  an Arete for Athletics may do so by rolling (Strength 
  + Athletics) and scoring more successes than the 
  activation roll.
  Use the table from The Impressed Spirit (Scion: 
  Demigod, p. 96) to determine the Legend cost and 
  difficulty for the object being stilled.
  STARS AND OTHER GODS
  STARS AND OTHER GODS
  The stars play important roles in many 
  ancient cultures and mythologies. As such, 
  the Storyteller may include the Stars purview 
  as natural to several deities from pantheons 
  that have already been described. For 
  instance, the Aztecs believed that Tlazoltéotl 
  defended the World from the Tzitzimime, 
  star-demons that threatened the Sun during 
  eclipses; the Egyptians associated Set with 
  the Big Dipper and the celestial pole; the 
  Norse similarly associated Tyr with the Pole 
  Star. Even if the Storyteller does not want 
  to add the Star Purview to such Gods’ lists 
  of associated powers, the Gods might still 
  teach Star Boons to their Scions and grant 
  appropriate Birthrights.
  Perfect Timing (Stars •)
  Dice Pool: None, or Perception + Science (see 
  below)
  Cost: None
  The heavens were humanity’s first clock and 
  calendar; thus, a Scion with this boon can innately 
  feel the temporal movement of the universe. She 
  always knows the time, to the second, no matter what 
  her circumstances. This does not matter so much in 
  an age of cheap and accurate wristwatches (though it 
  is still useful in the Overworld, Underworld and other 
  realms) — but Perfect Timing also enables a Scion to 
  sense supernatural distortions of time, such as those 
  caused by other Star Boons. In such cases, the player 
  rolls the Scion’s (Perception + Science), with bonus 
  dice equal to the dot rating of the Boon. (For other 
  supernatural effects that warp time, use the Legend 
  of the entity that causes the effect as the bonus.) 
  Each 100 yards distance raises the roll’s difficulty by 
  +1. Success means the Scion knows the direction 
  and general distance (within 100 yards) of the time 
  distortion. A Demigod can re-purchase this Boon to 
  raise the distance increment to one mile; and a God 
  can buy the Boon a third time to raise the distance 
  increment to 10 miles.
  This is also a one-dot Boon for the Moon Purview 
  (many Moon Gods are also calendar gods).
  Sense Age (Stars ••)
  Dice Pool: Perception + Awareness
  Cost: None
  If the Scion touches an object, she can instantly 
  discover its age. If she touches a dead body, she 
  can tell how long it has been dead; if she touches 
  
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  Twist Time (Stars •••••)
  Dice Pool: Willpower + Legend
  Cost: 1 Legend per mortal, 3 Legend per 
  supernatural individual
  The Scion may reflexively change the way time 
  affects an individual, speeding up or slowing down the 
  time around that person. Her player rolls (Willpower 
  + Legend). Success means the Scion can change the 
  time around a maximum number of people equal to 
  the successes rolled. The effects last for a number of 
  minutes equal to her Legend. Mortals cannot resist this 
  Boon and cost only 1 Legend to affect. Supernatural 
  creatures cost 3 Legend to affect, and their players may 
  roll (Willpower + Legend): If they score more successes 
  than the activation roll, their characters can resist.
  If the Scion speeds up the time around her target, 
  the target receives the following adjustments:
  • Reduce the Speed of all actions by 1 (minimum 
  of 1; first tick of Aim gives +2 dice).
  • Add the Legend of the Scion who activated this 
  Boon to the target’s DV static value, Move distance 
  and Dash distance.
  • Add her Legend as bonus dice to his Join Battle 
  rolls.
  • Reduce by half the time for other, non-combat 
  actions to take place by half. For example, a Scion 
  of Tishtrya activates this power for herself. During 
  combat, she is poisoned with a 4L/minute poison. 
  Since she is sped up in time, the poison deals of die of 
  damage every 30 seconds instead of every minute.
  If the Scion slows time around her target, the target 
  receives the following adjustments:
  • Increase the Speed of all actions by 1 (Aim 
  confers no benefit on the first tick of use).
  • Subtract the Scion’s Legend from the target’s 
  DV, Move distance, and Dash distance (minimum 
  of 1).
  • Halve the target’s Join Battle rolls.
  • Double the time for other, non-combat actions to 
  take place. For example, a Scion of Tishtrya activates 
  this power for herself and suffers the same poison as 
  before. Since she is slowed down in time, the poison 
  takes twice as long to affect her, dealing one die of 
  damage every two minutes.
  This Boon may be attempted only once per scene.
  Lucky Star (Stars ••••• •)
  Dice Pool: Perception + Awareness
  Cost: 5 Legend
  The Scion must spend an entire night studying the 
  night sky — a clear night, where the stars are visible. 
  Her player rolls (Perception + Awareness). Success 
  means the Scion sees a pattern of Fate written into 
  the celestial order. Finding this “lucky star” enhances 
  subsequent rolls involving one Ability chosen by 
  the Scion when she used this Boon: In any dice 
  pool involving that Ability, the dice for the Ability 
  become automatic successes. This benefit lasts for a 
  week. the Scion may not use Lucky Star again until 
  the week is up.
  Starfire (Stars ••••• ••)
  Dice Pool: None
  Cost: 1 or 2 Willpower + 3 or 5 Legend
  The Scion spends a Willpower point and 3 Legend. 
  A flame the blue-white color of a super-hot star flickers 
  into place around the Scion’s body, turning him into 
  a silhouette of blazing light. (This is in fact a specific 
  star: Venant, or Regulus, a spectral class B star and 
  one of the four “Royal Stars” in Persian tradition.) 
  Touching the Scion deals aggravated damage equal to 
  the Scion’s Legend. This damage adds to any damage 
  the Scion might inflict from a Brawl-based attack, 
  though the Starfire damage is applied separately. The 
  starfire can encompass Relic melee weapons, adding to 
  their damage as well.
  What’s more, the Scion’s fierce glow partially 
  blinds anyone who looks directly at him from less than 
  30 yards away. For the Scion’s Legend in minutes, 
  the person suffers a +1 difficulty penalty to all tasks 
  that require one to see clearly. Penetrating Glare 
  (Sun •) protects against this effect, but no mundane 
  shielding less robust than welder’s goggles can block 
  the celestial glare.
  If the Scion spends 2 Willpower, 5 Legend 
  when activating Starfire, anyone who comes within 
  (Legend) yards of the Scion suffers an environmental 
  effect of Damage 1A/action, Trauma 7. The damage 
  begins with instant sunburn and proceeds through 
  blistering, hair falling out and other horrors. Only in 
  the 20th century did the Gods understand this aspect of 
  Starfire: hard X-rays and particulate radiation.
  This Boon lasts for the remainder of the scene or 
  until the Scion cancels it. It may be used once per 
  scene. Fire Immunity (Fire •) offers no protection 
  whatsoever. The Scion himself is immune to all 
  its effects.
  Frozen Moment 
  (Stars ••••• •••)
  Dice Pool: Perception + Science
  Cost: 2 Willpower + 5 Legend per subject
  The Scion can step outside of time, or push or pull 
  others outside of time. This costs two Willpower, plus 
  five Legend for every person or independent object 
  the Scion wants to pull outside of time (including the 
  Scion himself). The Scion can send other people or 
  objects outside of time without going there himself.
  To a person outside time, the entire universe stops 
  moving. People outside time can move around and 
  do whatever they want to each other, but everything 
  
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  At any later time, the Scion can put the cloak 
  to its true purpose by spending 15 Legend points 
  and putting the hood up. The cloak closes about the 
  Scion, obscuring her body entirely into vague, black 
  approximation of her form dotted by tiny stars. For the 
  rest of the scene, this cloak protects the Scion from 
  close combat attacks. Any such attack from a weapon 
  that is no larger than the Scion’s body and is wielded 
  by mundane means — from drunk with a beer bottle 
  to a judo master’s throw — passes straight through 
  the Scion as if the cloak were empty space, dealing 
  no harm.
  The cloak also protects against larger weapons, 
  such as being rammed by a truck; attacks backed with 
  supernatural force, such as Epic Strength or an Arete; 
  or immaterial attacks, such as the Blazing Weapon 
  Boon. For these attacks, wearing the active cloak 
  adds a value equal to (the successes on the activation 
  roll + the user’s Legend) to the character’s relevant 
  applicable DV.
  A Scion can only draw down a cloak during the 
  night, only from the World itself and must somehow 
  be able to see the stars. (Penetrating Glare may be 
  useful – see Scion: Hero, p. 147). The cloak defends 
  only against close combat attacks; ranged attacks are 
  unimpeded. When any strike succeeds in striking the 
  Scion, the cloak emits a small shower of sparks. A 
  Scion may only pull down one cloak at a time, but 
  may wear it indefinitely until she activates it.
  Avatar of Stars (The Crown)
  Cost: 1 Willpower + 30 Legend
  For one scene, the character becomes The Crown. 
  This shimmering avatar of the stars is the celestial 
  order and the constancy of time. The Crown wears a 
  diadem of ever-shifting colors and a robe of inky black 
  spangled with galaxies. The Crown can command the 
  currents of time: speeding, slowing, or stopping them for 
  any or all those before it. While the Crown can travel 
  freely in time, past, future or sideways, it does so only 
  to observe: Neither the Crown nor anyone it carries 
  through time can affect history in any meaningful way. 
  Likewise, the Crown may walk among the stars, but 
  knows the reaches of the Universe are not for men or 
  Gods — not yet. The Crown can halt a Titan in time 
  or hurl it into the sky, birthing a new constellation.
  that is still within time is impossible for them to affect. 
  (Only the air parts for them, in one of the signing 
  statements the Gods wrote into reality.) The Scion, 
  and anything else he sends outside of time, stays that 
  way for one minute per success on the (Perception + 
  Science) roll. They return to time on the same tick 
  they left. If the Scion wants to end the effect early, he 
  may do so.
  Gods typically use Frozen Moment for spying on 
  people, very private conferences, and the like. Gods 
  also find creative uses, such as sending a nuclear 
  bomb to explode harmlessly outside of time instead of 
  destroying a city.
  Celestial Estate (Stars ••••• ••••)
  Dice Pool: None
  Cost: 5+ Legend
  A character who learns this Boon obtains a 
  private estate in outer space: anywhere from the sun-
  scorched wastes of Mercury to the ice fields of Pluto, 
  floating in the jet streams of Jupiter or even lodged 
  in a constellation. The God, and any invited guest, 
  finds the celestial estate a comfortable abode (and 
  the hang-gliding on Jupiter is fantastic). Anyone else 
  finds the environment quite deadly. Aside from the 
  location, this Boon is identical to Lunar Estate (see 
  Scion: God, p. 96), including the staff of gray-skinned 
  creatures and the environmental damage to uninvited 
  visitors. Constellation estates are the strangest: They 
  occupy eerie landscapes of black glass and silver light 
  on the celestial sphere that, modern science knows, 
  does not exist.
  Cloak of Stars 
  (Stars ••••• •••••)
  Dice Pool: Dexterity + Occult
  Cost: 15 Legend
  The Scion reaches into the night sky as the player 
  rolls (Dexterity + Occult). If this roll succeeds, the 
  Scion pulls down a hooded black cloak dotted with 
  tiny stars and throws it over her shoulders. If the Scion 
  removes the cloak before she uses this Boon, it fades 
  away. It cannot be removed by any known force except 
  another God using this Boon to try and take the cloak 
  for himself. (Doing so requires the thief to successfully 
  grapple his victim first.)
  Birthrights
  Birthrights
  Creatures
  Hadhayosh (Creature ••••, Relic •)
  The hadhayosh appear as normal oxen, albeit 
  somewhat larger and more muscular. The original 
  hadhayosh, Sarsaok, was known for carrying men from 
  region to region on his back and for the powerful elixir 
  made from its body.
  Similarly, the hadhayosh can bear passengers at 
  incredible speeds, especially for an ox, even across 
  
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  bodies of water, much as Sarsaok bore his passengers 
  across the world-sea, Vourukasha.
  The hadhayosh is called upon by throwing fur 
  from its body onto the ground and spending a point 
  of Legend. The hadhayosh rises up from the ground. 
  Only Scions of the Yazata may receive this Birthright 
  (although some hadhayosh may have been stolen over 
  the course of the Overworld War).
  Attributes: Strength 7, Dexterity 4, Stamina 7; 
  Charisma 1, Manipulation 1, Appearance 2; Perception 2, 
  Intelligence 2, Wits 2
  Virtues: Conviction 1, Duty 3, Expression 1 and 
  Valor 3
  Abilities: Athletics 4, Awareness 3, Brawl 3, Fortitude 5, 
  Integrity 1, Presence 5, Survival 2
  Supernatural Powers:
  Epic Attributes: Epic Strength 2 (Holy Bound, Uplifting 
  Might)
  Tough Hide: The hadhayosh’s hide grants a 3A/3L/3B 
  soak bonus.
  Join Battle: 5
  Attacks:
  Gore: Accuracy 7, Damage 10L, Parry DV 7, Speed 5
  Trample: Accuracy 8, Damage 8L, Parry DV —, 
  Speed 3
  Soak: 3A/7L/10B (Tough Hide, + 3A/3L/3B)
  Health Levels: -0/-0/-0/-1/-1/-1/-2/-2/-2/-4/Incap
  Dodge DV: 5 Willpower: 6
  Legend: 3 Legend Points: 9
  Other Notes: The hadhayosh can carry passengers at 
  speeds up to 60 mph out of combat or four times its 
  movement rate in combat; the beast can also run on 
  top of water. The fat of the hadhayosh has powerful 
  medicinal properties, though cutting some off a still-
  living hadhayosh inflicts two levels of lethal damage 
  to the beast. When this fat is melted into a paste, it 
  adds two automatic successes to any Medicine-related 
  rolls in which they are used.
  Huma (Creature •••, Relic •)
  The huma, or bird of paradise, is a creature known 
  for choosing those with the wisdom to be a good ruler. 
  Legend holds that if a huma sits on an individual’s head, 
  that person is destined to become a king. Whether or 
  not that holds true in modern times — there are far 
  fewer kings, after all — is something those Scions who 
  can call upon this legendary bird must discover for 
  themselves.
  The bird itself is the size of a large eagle, with a 
  large wingspan for the size of its body. It has a long tail 
  of several feathers that stand straight up, resplendent 
  in colors to put a peacock to shame. The huma is not 
  large enough to carry a person on its back, but has 
  strength enough to hold someone in flight with its 
  sharply taloned feet.
  The huma is summoned by casting one of the long 
  tail feathers into the air above the Scion’s head and 
  spending a point of Legend.
  The huma uses the template for the Bird (Raptor) 
  in Scion: Hero, p. 329. In addition to its normal 
  characteristics, the huma also has Epic Strength 1 
  (Uplifting Might), Epic Appearance 1 (Center of 
  Attention), one additional -0, -1 and -2 health level 
  each and the following Virtues: Conviction 3, Duty 
  2, Expression 3 and Valor 2. It has maximum flight 
  speeds of 100 miles per hour out of combat or five 
  times its normal movement rate in combat.
  A huma, like the phoenix of Greek legend, cannot 
  be permanently killed. If the bird is slain, the Scion to 
  whom it is attached can burn its carcass, and a single 
  pristine tail feather will be found in the ashes. Each 
  huma has a Legend rating of 2. Only Scions of the 
  Yazata may receive this Birthright.
  Followers
  Cult of Mithra (Follower •• 
  To •••••, Guide • To •••)
  The Cult of Mithras flourished from the 1st to 
  the 4th centuries, A.D., throughout the Roman 
  Empire. Its devotees — mostly Roman legionnaires 
  — spread subterranean Mithraic temples as far from 
  Persia as Britain.
  As a mystery cult, very little information survives 
  about the specifics of their practices and what meanings 
  their rituals had. Even old writings on the Cult of 
  Mithras are all lost, only known through references to 
  them from other works. This is exactly what the still-
  active Cult of Mithra wants.
  ARE THEY REALLY 
  ARE THEY REALLY 
  THE SAME?
  THE SAME?
  Historians and scholars of religion have 
  some doubts about whether or not the 
  Roman cult of Mithras was fully based on 
  imported Persian mythology. In the world 
  of Scion, however, Fate intervened to bring 
  worshippers of similarly-named Mithras 
  under the auspices of Mithra, attempting to 
  heal the breach between the Yazata and the 
  Dodekatheon.
  Mortal historians believe the Cult of Mithras died 
  out in the 4th century. They don’t know about the 
  secret war that caused its decline. The Dodekatheon 
  had enough of a rival pantheon propagating worship in 
  their territory. Caught between rising mortal belief in 
  Christianity and agents of the Dodekatheon working to 
  
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  root out Mithraic worship within the Roman legions, 
  the Cult of Mithras was forced into hiding.
  With time, the purge stopped. The Dodekatheon 
  found Christianity more dangerous than the Yazata, 
  and concentrated on preserving memories of their 
  own stories. With a collective sigh of relief, the Cult 
  of Mithras was back in action, albeit greatly deprived 
  of influence and membership. Since then, the Cult 
  of Mithras has worked to rebuild its influence and 
  membership. The wealthy Cult now owns several 
  security firms and a world-wide information network.
  Each dot of Followers after the first nets five 
  Cultists. The characteristics of a Mithraic Cultist 
  are identical to those for the Seasoned Cop or Grunt 
  Soldier on p. 282 of Scion: Hero, with the following 
  changes: Mithraic Cultists have a Melee of 3 and often 
  wield both modern and ancient weaponry (a pistol or 
  rifle along with a hasta or xiphos).
  If being used as a Guide, the Scion is partnered 
  up with one of the more senior members of the Cult 
  of Mithras, a mortal who knows about the struggle 
  between the Gods and the Titans and has access to 
  an information network dedicated to tracking events 
  related to that struggle.
  WHAT ABOUT 
  WHAT ABOUT 
  THE ANAU
  THE ANAUŠA?
  A?
  The Anauša (in Scion: Companion, p. 
  61) are now a mercenary force without the 
  backing of a pantheon; what happened to 
  the relationship between the Yazata and the 
  famous Immortals described by Herodotus? 
  The details of the falling out between the 
  Yazata and the Anauša are unknown except 
  to the two parties, but most trace the Anauša’s 
  departure to the disappearance of Ahura 
  Mazda. If they know what happened to 
  Ahura Mazda, they aren’t talking, yet neither 
  are they working for the Yazata.
  The Anauša only work with Yazata Scions 
  of the Hero or Demigod levels. Even then, 
  it is for an increased cost: Hero Scions must 
  pay double the Legend cost to summon 
  the Anauša and Demigod Scions must pay 
  quadruple. At God level, the Anauša won’t 
  answer the call. This, of course, only applies 
  to Scions of the Yazata.
  Guides
  Fereshteh (Guide ••• To •••••)
  The Fereshteh is a symbol of good luck: the image 
  of a robed and bearded man transposed on a pair of 
  outspread eagle wings affixed to a sun. More than just 
  luck, however, the Fereshteh was also a reminder of 
  fidelity to one’s beliefs and purpose in life. The image, 
  often worn as a pendant, also represented the Faravahar 
  and the Fravashi, male and female guardian spirits of 
  humanity. Folklore says that for every person, there is 
  a Fereshteh to guard him. Nowadays, though, there are 
  far, far fewer Fereshteh than there are people.
  These lesser immortals appear as majestic 
  individuals with golden-brown eagles’ wings and tail 
  feathers, shining with an inner luminescence. The 
  Fereshteh can hide both their radiance and their wings, 
  in order to fit into the World. In terms of capabilities, 
  the Fereshteh are as varied as the mortals they watch 
  over, from massively powerful to nearly insignificant.
  Supernatural Powers: All Fereshteh have at least 
  some Epic Strength and Epic Appearance. As creatures 
  of light and air, most possess some Boons from the 
  Sky and Sun Purviews. Anything more depends 
  on the individual. Fereshteh can fly at speeds of 70 
  mph outside of combat and at five times their normal 
  movement in combat.
  Weaknesses: In cases where a Fereshteh would 
  need to violate one of the Virtues of the Yazata, he is 
  considered to have a 5 in that Virtue and cannot spend 
  Willpower to circumvent the Virtue: his player must 
  roll to suppress the Virtue. Further, if the Fereshteh’s 
  player rolls any successes at all on this roll, the spirit 
  suffers a Virtue Extremity.
  Peri (Guide •• To ••••)
  The Peri are fairy-like creatures of Persian 
  mythology who claim they are the ancestors of fairies 
  and elves. The Peri are a beautiful race with fair 
  skin, golden hair and light-colored eyes. While their 
  appearance varies somewhat, Peri are all beautiful, 
  winged and dressed in supernaturally gorgeous 
  clothing. Except as noted below, they resemble Alfar 
  (Scion: Hero, pp. 296-297).
  The Peri live in the Terra Incognita of Shadukiam 
  (“Pleasure and Delight”), whose capital is Juherabad 
  (“The Jewel City”). Their eternal war against the 
  deevs and drujs has them often out and about in the 
  World, jockeying for position. Deevs particularly enjoy 
  locking the Peri up in iron cages and leaving them 
  hanging from trees or mountains to die of exposure. 
  As a result, the Peri are avid enemies of deevs and drujs 
  and will not work with them, even if the deev or druj is 
  bound in the service of someone the Peri respects. Few 
  can get a Peri to see a deev as anything other than an 
  immediate enemy.
  Traits: Peri may fly up to 70 mph or move five 
  times their normal movement in combat. They have 
  Yazata Virtues.
  Supernatural powers: All Peri have at least some 
  Epic Appearance and Epic Charisma. In addition, Peri 
  
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  tend to some Epic Dexterity, Epic Perception, and Epic 
  Wits. Also, older, more powerful Peri often have some 
  command of the Moon, Sky, Star, or Sun purviews.
  Weakness: Peri cannot abide the touch of iron. 
  All Peri take aggravated damage from weapons forged 
  of “cold iron,” which is wrought iron that has been 
  hammered into shape without heating. The touch of 
  cold iron prevents a Peri from using any Epic Attributes 
  or any other supernatural abilities for the remainder of 
  the scene. Such contact does not itself cause injury, 
  though a cold iron weapon inflicts its normal damage 
  against a Peri.
  Relics
  Arrows of Simurgh
  Relic •• (2 Item Enhancements)
  The great bird Simurgh, who nests in the Tree of 
  Life, raised the hero Rustam’s father, Zal. When Rustam 
  was forced to fight Esfandyar in his later age, Zal sought 
  out Simurgh’s advice in order to keep his son from 
  dying in the senseless fight. The great bird plucked out 
  several of her feathers and instructed Rustam to make 
  arrows from the wood of a certain tree and fletch the 
  arrows with her feathers. Esfandyar, who had bathed 
  in a spring of invincibility, was only vulnerable in 
  his eyes, which he had closed when submerged in the 
  waters. Armed with his bow and the enchanted arrows, 
  Rustam fired directly into one 
  of Esfandyar’s eyes, killing him 
  instantly.
  A Scion with this Birthright 
  typically 
  owns 
  40 
  arrows 
  (although the Scion could always 
  ask his divine parent for more 
  or seek out Simurgh herself). 
  An attack with the Arrows of 
  Simurgh is always Piercing. 
  Aiming actions are Speed 2 as 
  the arrow and the bow seem to 
  hold incredibly steady in the 
  Scion’s hands.
  The Cup of Jamshid
  Relic ••••• (2 Purviews, 
  1 Unique One-Dot Power, 1 
  Unique Two-Dot Power)
  Jaam-e 
  Jam, 
  the 
  Cup 
  of Jamshid, was an ancient 
  treasure of the Persian Kings of 
  the mythic Kayanian dynasty. 
  The liquid held within it was 
  said to grant immortality. The 
  reflective surface of the liquid 
  in the Cup can also be used as 
  a scrying mirror, offering a view 
  of anywhere in the world — or 
  even into the future.
  With the Cup of Jamshid, a Scion may access 
  the Mystery and Prophecy purviews. The Cup also 
  has two unique powers. Anyone who drinks from the 
  Cup of Jamshid heals a number of bashing wounds 
  or downgrades lethal damage to bashing equal to the 
  successes on a Stamina roll. Secondly, the Scion using 
  the Cup may look into the water, spend a Legend point 
  and see any location in the World (or, if the Scion is 
  in the Overworld, then any location therein) that is 
  not obscured by some supernatural means.
  Derafsh-e Kaviani
  Relic •••• (3 Purviews, 1 Unique One-Dot 
  Power)
  The Banner of Kaveh, or Derafsh-e Kaviani, began 
  as nothing more than a blacksmith’s leather apron that 
  was raised as the battle standard of an uprising against 
  Zahhak, a king and Scion under the sway of Ahriman. 
  The Banner of Kaveh stands for the right of the people 
  against an unjust and tyrannical king.
  A Scion with the Derafsh-e Kaviani has access 
  to the Guardian, Justice, and War purviews. When 
  used as a standard in battle, the bearer may spend a 
  point of Legend and, for the duration of the scene, 
  all of his allies are treated as having a Valor of 3 
  — if they already have the Virtue at 3 or higher, 
  grant an additional, temporary dot of Valor for the 
  
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  duration of the battle instead. If the standard-bearer 
  goes down, and the standard with him, this effect 
  immediately ceases.
  The Emerald-Studded Sword
  Relic ••••• (1 Unique Two-Dot Power, 1 
  Unique Three-Dot Power)
  The Emerald-Studded Sword, or Shamshir-e 
  Zomorrodnegar, is a curved sword with a jeweled hilt. 
  No other weapon could slay the deev Fulad-Zereh, 
  who was otherwise protected from all weaponry. 
  Fulad-Zereh kept the sword in his possession for 
  several reasons, but especially because it was his only 
  weakness. The Sword is also a charm against magic, 
  and wounds made by it can only be healed with the 
  use of supernatural powers. Eventually, Amir Arsalan, 
  a would-be king and hero, acquired the sword and 
  slew Fulad-Zereh.
  The bearer of the Emerald-Studded Sword adds 
  five to any rolls to resist the affects of any Boon. The 
  sword deals aggravated damage. Use the basic katana 
  template on p. 202 in Scion: Hero.
  The Helm of Rustam
  Relic ••• (2 Purviews, 1 Item Enhancement)
  Rustam, the most celebrated of the Yazata’s Scions, 
  was a hero whose adventures brought him against 
  even the greatest of opponents, the Deev-e Sephid, 
  the White Deev. After defeating the White Deev in 
  battle, Rustam cut off the deev’s head and used it as 
  his helmet.
  A Scion wearing the Helm of Rustam has access 
  to the Chaos and Death purviews. Also, the Helm of 
  Rustam grants additional levels of soak (+1L/3B).
  The Mace of Feridoun
  Relic ••• (1 Purview, 2 Item Enhancements)
  Feridoun was the only descendant of the original 
  kings of Iran still living in the reign of the corrupt 
  and evil king Zahhak. Fed on the milk of a mystical 
  cow, he grew up incredibly strong and intelligent, 
  and joined Kaveh the blacksmith in a popular revolt 
  against Zahhak. Out of respect for the cow that fed 
  him, (which Zahhak had slain), the hero had a mace 
  forged whose head resembled that of a cow. In the 
  end, Feridoun struck down Zahhak with his cow-
  headed mace before binding the evil ruler beneath 
  a mountain.
  A Scion with the Mace of Feridoun has access to 
  the Sun purview. Its traits are identical to those of a 
  Quauhololli (Scion: Hero, p. 202), with +1 Accuracy 
  and -1 Speed.
  Other Relics
  Persian mythology and history are a fount of 
  mystical, magical, and otherwise supernatural items 
  which could become relics presented by the Yazata to 
  one of their Scions. Some examples include Rustam’s 
  Tiger-skin armor (the Babr-e Bayan), the Bow of 
  Arash, the invincible armor of Siyavush, Rustam’s 
  Lasso, or the Flying Throne.
  
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  Cyrus Takhti
  Scion of Mithra
  Cyrus grew up privileged and he knows it. His parents 
  left Iran just before the collapse of the monarchy and 
  the rise of the Islamic Republic. His father managed 
  to escape with most of his fortune intact, bringing it 
  overseas through various channels. Once in the US, 
  Cyrus’s father wasted little time building himself a new 
  fortune so that he didn’t have to rely on the old.
  Cyrus grew up around celebrities, musicians, and 
  Fortune 500 CEOs. From early on in his life, he knew 
  he’d move in circles of wealth and influence for the 
  rest of his days. Focused and determined, and with 
  his parents weighing down on him, Cyrus committed 
  himself to school, emerging after several years with 
  a degree in finance, summa cum laude. Not content 
  with that, Cyrus picked up a day job and dove into law 
  school at night.
  Cyrus had a long-term vision of himself at the top 
  of the corporate ladder, and pursued it relentlessly. But 
  all of that changed early one morning.
  Cyrus woke up groggily from the early stages of 
  a hangover, slowly realizing that the light that had 
  woken him was increasing far too quickly to be sunrise. 
  The God of contracts, robed in the light of day, had 
  come to reveal his true paternity to his favored son. 
  After the initial period of confusion and panic, Cyrus 
  started to really listen to what Mithra had to say.
  The people of the world were in dire need of help, 
  and only a few could answer the call. By the end of 
  their conversation, Cyrus found himself not only 
  agreeing to help, but swearing to do his best to save the 
  people of the world.
  The next week, Cyrus found himself across the 
  country in the company of people he’d never met 
  before, trying to figure out how to stop a mechanized 
  hydra. His life hasn’t slowed down since. Cyrus 
  increasingly enjoys saving actual people, instead of 
  saving some distant and detached company’s money. 
  There is a greater purpose to his actions, and Cyrus 
  feels it motivating him every moment.
  Description: Cyrus stands around six feet tall, 
  leanly muscled, with broad shoulders and a narrow 
  waist. His bronzed skin, brown eyes and well-
  groomed black hair and beard (not to mention 
  his expertly tailored suits) give him the air of a 
  cosmopolitan Mediterranean businessman. Cyrus’ 
  birthright Relic, Bizan, looks like an elegant cane 
  with the Faravahar symbol of Zoroastrianism 
  adorning its top. When necessary, Bizan can also 
  appear as an expensive pen.
  Roleplaying Hints: You are a modern day Paladin, 
  or Pahlevan if you prefer the Persian equivalent. You 
  used to be self-centered and blindly ambitious, but 
  the night your father threw you for a loop changed 
  you, and you haven’t looked back since. People need 
  saving, and even if they don’t deserve to be saved, it’s 
  not your place to judge. You’ll rest easy knowing that 
  at every opportunity, you worked to ensure the safety 
  of others. While you have a brilliant mind and plenty 
  of education to fuel it, you find yourself relying more 
  on your raw physicality to save others. You like the 
  visceral feel of battling titanspawn head-on. When 
  that’s not an option, you use your lawyer’s talents for 
  persuasion to ensure things go the “right way.”
  Birthrights: Cyrus bears the somewhat jokingly 
  named weapon, Bizan (roughly translated, “Hit it!”) 
  which grants him access to the War purview. The 
  club also turns into a pen that never seems to run out 
  of ink.
  He also wears a Faravahar necklace, the most 
  ubiquitous symbol of the Yazata and of Zoroastrianism. 
  The pendant grants access to the Justice and Sun 
  purviews.
  The Deev-e Sorkh acts as Cyrus’s guide: Mithra 
  transferred its service to Cyrus as a gift. The Deev-e 
  Sorkh (or Red Deev) is an ancient and knowledgeable 
  creature that always seems happy to talk to Cyrus and 
  share information regarding the other titanspawn. 
  While Cyrus knows the Red Deev can’t specifically lie, 
  due to the terms of his service, the demon can omit or 
  stretch the truth, forcing Cyrus to constantly evaluate 
  the advice he receives. Sometimes, Cyrus wonders if 
  the Red Deev isn’t more of a test than a guide, to see 
  how much faith he puts in a captured enemy.
  
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  Legend Pts
  BIRTHRIGHTS
  BIRTHRIGHTS
  WEAPONS
  WEAPONS
  KNACKS
  KNACKS
  BOONS
  BOONS
  WILLPOWER
  WILLPOWER
  oooooooooo
  g
  HEALTH
  HEALTH
  oooooo
  oooooo
  VIRTUES
  VIRTUES
   
  ooooo
   
  ooooo
   
  ooooo
   
  ooooo
  LEGEND
  LEGEND
  EXPERIENCE
  EXPERIENCE
   
  ––––––––––––––––––
  A–––– L–––– B––––
  ARMOR
  ARMOR
  A–––– L–––– B––––
  SOAK
  SOAK
  Conviction
  Duty
  Expression
  Valor
  o o
  o
  o
  oooo
  o
  o
  Relic (Bizan - War) 1, 
  Relic (Farahavar - Sun) 2, 
  Guide (Deev-e Sorkh) 3 
   
  Blessing of Bravery, Hukhta,
  Humata, Judgement
   
   
   
  o
  o
  o
  o
  o
  o
  o
  o
  o
  9
  1
  3
  5
  Bizan: Spd 4, Acc 6, Dmg 9B, Def 3
    
   
  Benefit of the Doubt, Holy Rampage,
  Never Say Die, Perfect Memory,
  Self-Healing, Uplifting Might 
   
   
   
  o
   0 0 0 0 0 –4 I
   Academics 
  ooooo
   Animal Ken 
  ooooo
   Art 
  ooooo
     
  ooooo
   Athletics 
  ooooo
   Awareness 
  ooooo
   Brawl 
  ooooo
   Command 
  ooooo
   Control 
  ooooo
    
  ooooo
  Physical
  Strength  
  oooooooooo
  Dexterity  oooooooooo
  Stamina  
  oooooooooo
  Social
  Charisma  
  oooooooooo
  Manipulation  oooooooooo
  Appearance  oooooooooo
  Mental
  Perception  oooooooooo
  Intelligence  oooooooooo
  Wits  
  oooooooooo
   Craft 
  ooooo
    
  ooooo
    
  ooooo
   Empathy 
  ooooo
   Fortitude 
  ooooo
   Integrity 
  ooooo
   Investigation 
  ooooo
   Larceny 
  ooooo
   Marksmanship 
  ooooo
   Medicine 
  ooooo
   Melee 
  ooooo
   Occult 
  ooooo
   Politics 
  ooooo
   Presence 
  ooooo
   Science 
  ooooo
   Science 
  ooooo
    
  ooooo
   Stealth 
  ooooo
   Survival 
  ooooo
   Thrown 
  ooooo
  Corporate Paladin
  The Yazata
  o o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  Cyrus Takhti
  o
  Name
  Player
  ATTRIBUTES
  ATTRIBUTES
  Calling
  Nature
  Pantheon
  God
  ABILITIES
  ABILITIES
  D E M I G O D
  C
  Y
  R
  U
  S
  T
  A
  K
  H
  T
  I
  C
  Y
  R
  U
  S
  T
  A
  K
  H
  T
  I
  oo
  o o
  o
   
  Autocrat
  Mithra
  o
  o
  o
  o
  o
  oo
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  D E
  I
  M I G O D
  D E
  I
  M I G O D
  
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  Patricia “Trish” Esfahani
  Scion of Tishtriya
  Born to a Persian mother and an American father, 
  Patricia “Trish” Esfahani ended up with her mother’s 
  last name after her parents’ icy divorce. As a child, 
  her father took her hiking, skiing, rock climbing, and 
  camping, creating in her a strong love of nature. In the 
  aftermath of her parents’ divorce, however, she found 
  little time to head into the great outdoors. Instead 
  of becoming bitter, the teenaged Trish immersed 
  herself in studying the natural world, reading books on 
  animals and plants, biology, chemistry, and especially 
  environmental science.
  When Trish entered college, however, her fierce 
  desire to be active interfered with her studies. Trish took 
  to spending most of her time outdoors and discovered 
  that her beloved wilderness was slowly shrinking under 
  an onslaught of technological advances, growing 
  populations, and pollution. It wasn’t long before she 
  became an activist, joining various environmental 
  groups and protesting anything and everything that 
  came her way. But Trish was a pragmatist, and when 
  she realized that her living situation was precarious 
  (both her mother and father refused to pay a dropout’s 
  bills), she went back to school and majored in 
  environmental science.
  Trish landed a solid job with the EPA, and felt good 
  about her future when she received her Visitation from 
  Tishtrya. The God of Rains came to her and spoke 
  to her of all the wrongs still being committed in the 
  world, of all the perversions against nature and against 
  humankind that the deevs perpetrated, and how Trish 
  had the ability to become a different sort of activist. 
  Without hesitation or consideration, Trish took up 
  the challenge. Where before she sought to protect one 
  small place, now she could safeguard the entire world.
  Trish discovered in short order that though though 
  she was not the only Scion, they didn’t all share the 
  same vision, even the children of other members of 
  her pantheon. Using the skills she picked up working 
  as an activist, Trish began to organize Scions, trying 
  to mentor and help keep them safe. Trish is not a 
  natural leader, and doesn’t try to lead other Yazata 
  Scions directly; she works with them, discerning their 
  strengths, and figuring out which Scions would work 
  best on various tasks she receives from her father. 
  She has a talent for utilizing others to their fullest. 
  In addition to her scientific background and talent 
  management skills, Trish is also deadly accurate with 
  her Desert Eagle.
  Description: Trish has a dancer’s fit build, short 
  brown hair and hazel eyes. She tends to wear casual 
  clothing that can double as hiking attire: capri pants, 
  tank tops, and a jacket or thick shirt tied around her 
  waist in case the weather changes. She also has a 
  leather rucksack, a canteen on one hip, and her Desert 
  Eagle.
  Roleplaying Hints: You are a supernatural activist 
  for a new age. The Yazata strive to inspire the people 
  around them, and you’re no exception. Your first 
  instinct upon meeting other Scions is to assess their 
  capabilities and experience so you can build a plan to 
  a better, more efficient them. You’re dedicated to the 
  people you work with but know that the big picture is 
  about saving the world, literally. You know that every 
  individual is a member of an ecosystem that is greater 
  and more complex than any one piece. You carry a gun 
  because fights are won first with good plans, second 
  with good people, and finally with the right tools. Do 
  the research, make the plan, put it into action, and see 
  it through to the end.
  Birthrights: Trish bears Arash, a Desert Eagle 
  forged with a lock of hair from the Arash of Persian 
  legend and named after him. The weapon does +3L 
  and has double the normal range. It also grants her 
  access to the Guardian and Stars purviews.
  Trish was recently given a Hadhayosh by her 
  father, to help her travel more quickly to the tasks set 
  to her across the world.
  
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  Legend Pts
  BIRTHRIGHTS
  BIRTHRIGHTS
  WEAPONS
  WEAPONS
  KNACKS
  KNACKS
  BOONS
  BOONS
  WILLPOWER
  WILLPOWER
  oooooooooo
  g
  HEALTH
  HEALTH
  oooooo
  oooooo
  VIRTUES
  VIRTUES
   
  ooooo
   
  ooooo
   
  ooooo
   
  ooooo
  LEGEND
  LEGEND
  EXPERIENCE
  EXPERIENCE
   
  ––––––––––––––––––
  A–––– L–––– B––––
  ARMOR
  ARMOR
  A–––– L–––– B––––
  SOAK
  SOAK
  Conviction
  Duty
  Expression
  Valor
  o o
  o
  o
  oo
  oo
  o
  o
  o o
  Creature (Hadhayosh) 4, 
  Relic (Arash - Guardian, Star) 4, 
  Relic (EPA Badge - Fertility, Water) 2, 
  Relic (Hadhayosh) 1
  Aegis, Aurora, Cleanse, Green
  Thumb, Humata, Perfect Timing
  Twist Time, Vigil Brand, Water
  Breathing
   
  o
  o o
  o
  o
  o
  o
  o
  o
  o
  36
  4
  10
  12
  Desert Eagle: SPD 5, ACC 10, DMG 9L, DEF 0, 
  RNG 100 
    
  Blinding Visage, Body Armor, Cat’s
  Grace, Damage Conversion, Extended
  Youth, Instant Investigator, 
  Know-it-all, Meditative Focus,
  Perfect Pitch, Solipsistic
  Wellbeing, Trick Shooter
  o o
  o
  o
  o
   0 0 0 0 0 –4 I
   Academics 
  ooooo
   Animal Ken 
  ooooo
   Art 
  ooooo
   Art 
  ooooo
   Athletics 
  ooooo
   Awareness 
  ooooo
   Brawl 
  ooooo
   Command 
  ooooo
   Control 
  ooooo
    
  ooooo
  Physical
  Strength  
  oooooooooo
  Dexterity  oooooooooo
  Stamina  
  oooooooooo
  Social
  Charisma  
  oooooooooo
  Manipulation  oooooooooo
  Appearance  oooooooooo
  Mental
  Perception  oooooooooo
  Intelligence  oooooooooo
  Wits  
  oooooooooo
   Craft 
  ooooo
    
  ooooo
    
  ooooo
   Empathy 
  ooooo
   Fortitude 
  ooooo
   Integrity 
  ooooo
   Investigation 
  ooooo
   Larceny 
  ooooo
   Marksmanship 
  ooooo
   Medicine 
  ooooo
   Melee 
  ooooo
   Occult 
  ooooo
   Politics 
  ooooo
   Presence 
  ooooo
   Science 
  ooooo
   Science 
  ooooo
    
  ooooo
   Stealth 
  ooooo
   Survival 
  ooooo
   Thrown 
  ooooo
  Grass-roots Environmentalist
  The Yazata
  o
  o
  o
  o
  o
  o
  o
  o
  o o
  o
  o
  oo
  o
  o
  o
  o
  o
  o
  o
  o
  oo
  o
  Patricia “Trish” Esfahani
  o
  o o
  o
  o
  Name
  Player
  ATTRIBUTES
  ATTRIBUTES
  Calling
  Nature
  Pantheon
  God
  ABILITIES
  ABILITIES
  D E M I G O D
  P
  A
  T
  R
  I
  C
  I
  A
  E
  S
  F
  A
  H
  A
  N
  I
  P
  A
  T
  R
  I
  C
  I
  A
  E
  S
  F
  A
  H
  A
  N
  I
  o
  (Singing)
  (Dancing)
  (Geology)
  (Ecology)
  o
  o
  oo
  o
  oo
  o
  o
   
  Caregiver
  Tishtrya
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  o
  D E
  I
  M I G O D
  D E
  I
  M I G O D
  
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  Cosmology
  Cosmology
  were weighed out, neither truly tipped the scales, and 
  so these souls neither enjoy the rewards of living a 
  good life nor suffer the punishment for an evil one. 
  Hamistagan is not pleasant. The dead here range 
  in a vast space that opens up endlessly into the sky. 
  There is no shelter and no earth to dig one in, just 
  endless openness. Here, the sun still rises and sets, but 
  its light is not always welcome. On this empty plain, 
  the dead suffer from endless exposure to the elements, 
  suffering from either the bitter cold or wretched heat, 
  finding some peace only when the sun is half-set. 
  The dead here may feel a little bitter, but few would 
  choose the torments they heard as they crossed the 
  Chinvat Bridge.
  Behesht (Heaven)
  For virtuous souls, the Chinvat Bridge becomes 
  incredibly wide and once the Scion steps on it, the 
  land behind falls out of sight. Peering over the side of 
  the Chinvat Bridge still shows a desert down below, 
  but the land appears incredibly far away. Those with 
  Epic Perception may just barely hear the screams 
  and see those suffering below. Actually crossing 
  the Chinvat Bridge can take forever, literally, no 
  matter how fast a Scion runs. In order to cross, it 
  only takes four steps, but with the following precise 
  conditions: For the first step, the traveler must think 
  a good thought; for the next, he must say a good word 
  or words (a prayer, praise of another, a mutter of 
  thanks); for the following step, the soul must perform 
  a virtuous deed such as a motion of prayer, a friendly 
  pat on the back, or any other physical action that can 
  be defined as good by the laws of the bridge; the last 
  step has no conditions and delivers the Scion to the 
  other end of the Chinvat Bridge.
  With the each of the first three steps, the Scion 
  finds himself in is an astronomer’s dream. He stands in 
  the middle of the night sky, stars shining brighter than 
  they ever did in the World, revealing constellations 
  both familiar and alien. The sun and moon both shine 
  above. On the second step, the moon is nearby, and 
  on the third, the sun is near. The stars, moon, and sun 
  divide the dead up by how closely they lived their lives 
  to the Virtues of the Yazata, with the stars the least 
  close and the sun the closest.
  The dead who travel to this part of the Mord Keshvar 
  don’t typically worship the Yazata. After the collapse 
  of the Sassanid dynasty, though, when worship of the 
  Yazata faded, many tenets of their worship remained. 
  Few could argue that “good thoughts, good words, and 
  good deeds” was a bad adage to live by. Mortals who 
  practice the Virtues of the Yazata and hold a strong 
  The cosmology of the Yazata has always placed less 
  emphasis on the old stories of godly homelands. The 
  focus was on their Scions, the heroes who performed 
  incredible feats in their name. But then, the Yazata 
  may have realized the dangers of Fate-binding very 
  early. Even in their myths, very rarely do they take an 
  active hand, always empowering others instead. Thus 
  their Godrealm has existed more or less unspoiled by 
  the petulant demands of mortal worshippers.
  Mord Kesvhar 
  (The Underworld)
  AKA: The Deadlands
  The Persian dead travel to one of the several regions 
  in their underworld. Mord Keshvar is a nickname that 
  means the dead region or the deadlands. The dead 
  who travel to this portion of the Underworld find their 
  destination dictated by the life they led and how closely 
  they stuck to the precepts the Yazata hold dear.
  Journeys to Mord Keshvar begin with the gate of 
  the Chinvat Bridge. The gate is ancient and imposing, 
  made of rough-hewn stone stacked but unmortared, 
  held together by inscrutable forces. Souls seeking to 
  pass through the gate first encounter the Maiden of 
  the Bridge, Daena. Everyone who looks upon her 
  sees a different form: She appears beautiful, young, 
  and graceful to some and gnarled, aged, and withered 
  to others.
  Daena must be seen before the Chinvat Bridge can 
  be crossed, as her arrival causes the Chinvat Bridge 
  to span the distance. Her appearance depends on the 
  virtuousness of the viewer. A Scion with the Virtues of 
  the Yazata sees the young woman, and the higher the 
  Scion’s Virtue total, the more beautiful she appears. 
  Those with Dark Virtues see the hag, more decrepit 
  and rotting the higher the person’s (or creature’s) Dark 
  Virtue total. If the Scion doesn’t have any Virtues 
  in common with the Yazata or the Titans, then the 
  woman appears middle-aged, plain and absolutely 
  normal; she could easily be mistaken for a mortal.
  Hamistagan (The Place of Waiting)
  Those who committed both good and evil deeds 
  find the Chinvat Bridge narrow but crossable. Sounds 
  of pain and torment rise from beneath the bridge, a 
  dull thunder of moans and screams that never abates. 
  Looking over the edge of the bridge reveals a huge 
  desert populated by tiny moving figures. Once crossed, 
  the Chinvat Bridge ends in a flat and featureless plain.
  The plain of Hamistagan, sometimes called 
  Barzakh, is a purgatory of sorts. When good and evil 
  
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  reverence for many of the older traditions still 
  end up here.
  Upon the fourth step, the Scion steps off 
  of the Chinvat Bridge and into Garothman, 
  where dwell the dead who followed the 
  faith and worship of the Yazata in thoughts, 
  words, deeds and religion. Garothman is a 
  resplendent city, filled with people wearing 
  luxurious clothing. There isn’t the faintest 
  hint of want or suffering in the place, and the 
  dead all live richly. The Fereshteh live here as 
  well, dwelling in Garothman when they aren’t 
  needed elsewhere. The dead all have mansions 
  set into the night sky, elegant and spacious: 
  The more glorious the mansion, the closer the 
  owner held to the Virtues of the Yazata in life.
  Duzakh (Hell)
  For the evil in heart, the Chinvat Bridge 
  appears crossable, at first. However, as the 
  traveler steps on to it, the Chinvat Bridge 
  narrows unexpectedly to a sharpened edge, 
  impossible to cross except perhaps for those 
  with Epic Dexterity. Barring some incredible 
  feat of physical prowess or quick thinking, the 
  person falls off the razor-thin Chinvat Bridge 
  towards the screams and heat below.
  Duzakh is, and always has been, the 
  domain of Ahriman and his deevs. The only 
  God ever welcome here is Vayu, whose 
  inscrutable purposes bring him to Duzakh 
  from time to time. Vayu’s dealings have 
  gifted him with something like a diplomatic 
  immunity from Ahriman’s minions, at least 
  while in Duzakh. Duzakh itself is a huge desert 
  baked by a perpetually blazing sun. The dead 
  suffer at the mercies of the deevs and drujs and 
  other foul and gargantuan beasts that dwell in 
  this place of eternal sadism and torture. The 
  sole bit of hope for the dead comes from the 
  prophecy that when Ahriman is finally and 
  utterly defeated, they will be freed or burnt 
  to nothingness.
  The Scion who manages to explore Duzakh 
  without being assaulted and slain or driven off 
  by the inhabitants can find an entrance to 
  an underground area free from the relentless 
  sun. The darkness inside is absolute and the 
  unbearable heat is swiftly replaced by a chill 
  that seeps in the bones and stiffens the joints. 
  Physical senses fail as a traveler ventures deeper 
  (although Scions with the Night Eyes Boon 
  can still see) until all senses are gone, leaving 
  those inside utterly alone even if comrades are 
  nearby. Escaping from the pit in Duzakh can 
  be nearly impossible, as one’s deadened and 
  
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  confused senses can’t discern the difference between 
  progress and crawling futilely into a wall.
  The pit abuts the prison of the Titans — or did, 
  before their escape — and the damned in the desert 
  above can still hear the wails of Ahriman from it. Even 
  those in the pit can hear the Titan’s woe, although 
  they can’t hear or sense anything else.
  Passage to Mord Keshvar
  The following methods are used to pass into the 
  lands of the Persian dead.
  Dakhma: The dakhma, or Tower of Silence, is a 
  place of exposure, where bodies of the dead are left 
  to decay and be eaten by carrion birds. The dakhma 
  consists of a circular stone tower open to the sky to 
  allow sunlight and birds of prey to enter. Body fluids 
  and rain drain through a central well. Large bones are 
  disposed of in a central pit and then covered by a layer 
  of lime to aid in decomposition. Relatively few dakhma 
  still exist, although historians and archeologiest have 
  identified some ancient ones. (There are a handful of 
  modern dakhma as well in places where Zoroastrian 
  worship survives, such as Mumbai, India). A creature 
  of sufficient Legend that spends three nights at a 
  dakhma and spends a point of Legend finds himself 
  standing at the Chinvat Bridge.
  Natural Features: The Alborz mountain range in 
  Iran gained its name from a mythical world mountain 
  upon which one end of the Chinvat Bridge is said to 
  rest. An enterprising Scion who finds (or makes) a 
  bridge between two of the Alborz mountains can, by 
  spending a point of Legend while crossing the bridge, 
  find himself stepping off at the Chinvat Bridge.
  Funerary Rites: There are a variety of funerary 
  rites. The more contemporary rites involve dressing 
  the dead in a white muslin shirt and a cord belt while 
  saying prayers over the body. More ancient rites 
  have been lost in time, but involved burial instead 
  of exposure.
  Times: During the Zoroastrian festival of All Souls, 
  Fravardigan, the Mord Keshvar is easiest to reach. On 
  the 19th day after the first day of spring, it becomes 
  relatively easy to cross over to the Underworld. This 
  remains true for that entire day.
  Haft Keshvar
  Haft Keshvar, or the Seven Regions, is the 
  realm of the Yazata. In ancient Iran, the World was 
  believed to be separated into seven regions that 
  mirrored the seven regions of the Godrealm of the 
  Yazata. The realm is vast but enclosed by a crystal 
  sky. The giant mountain range, Hara Berezaiti (High 
  Watchpost), encircles everything, closing in on the 
  world sea in the south, Vourukasha. At the center 
  sits Khvaniratha, the largest of the seven regions and 
  equal in size to the other six combined. At its center 
  juts Mount Hukairya, the tallest mountain of the 
  Hara Berezaiti range, whose peak reaches up so high 
  as to literally touch the crystal sky. The sun, moon, 
  and stars exist around that peak, and from its height 
  pours forth the river Ardvi Sura, which runs down 
  to feed into the Vourukasha. The six other regions 
  are called Arzah, Savah, Voruearsht, Vorubarst, 
  Fradadafsh, and Vidadafsh. They lie due East, West, 
  Northeast, Northwest, Southeast, and Southwest of 
  Khvaniratha, respectively. Each is separated from 
  Khvaniratha by rivers, forests, or mountains of the 
  Hara Berezaiti range.
  Gaokerena
  To the south, in the center of the sea, Vourukasha, 
  a huge tree rises up from the waters to tower into the 
  air as high and as huge as a mountain — although 
  not nearly so high as the mountains of Hara Berezaiti. 
  Gaokerena is the Tree of Life or the Tree of All 
  Seeds, progenitor of every plant. Within its highest 
  branches nests Saena, the original Simurgh. She looks 
  like a huge raptor with a dog’s head, the forelimbs 
  of a lion, and a beautiful tail similar to a peacock’s. 
  In the tree’s lower branches nests Chamrosh, who 
  has the body of a dog and the head and wings of an 
  eagle. For the Scion who manages to get past these 
  two guardians of the Gaokerena, the seeds of the tree 
  can grow into any plant and always take root. A juice 
  can be pressed from the Gaokerena which is rumored 
  to grant incredible physical ability, mental clarity, 
  and immortality, restoring even the bodiless dead to 
  corporeal life.
  Axis Mundi: Alborz Mountains and 
  Mount Elbrus
  Hara 
  Berezaiti’s 
  name 
  gradually 
  became 
  synonymous with any large mountain or mountain 
  range that the patrons of the Yazata came across. In 
  Iran, running along the north of the country, the 
  Alborz mountain range’s name is a derivative of 
  Hara Berezaiti and traditionally associated with the 
  mythological mountain range. Russia’s Mount Elbrus, 
  the highest peak in Europe and part of the Caucasus 
  mountain range, was named after Hara Berezaiti as 
  well. A Scion with sufficient potency who watches 
  the sun and moon rise and set from the peak of a 
  mountain in the Alborz range finds himself atop one 
  of the mountains of Hara Berezaiti; where, exactly, is 
  somewhat random. It may take quite a bit of travel to 
  reach Mount Hukairya in the center of Haft Keshvar.
  
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  Titan: Zrvan 
  Titan: Zrvan — Time
   Time
  Hawan (sunrise to midday), Rapithwin (midday to 
  mid-afternoon), Uzerin (mid-afternoon to sunset), 
  Aiwisruthrem (sunset to midnight), and Ushahin 
  (midnight to dawn). They are aided by the Royal 
  Stars Venant (Regulus), Tascheter (Aldebaran), 
  Hastorang, or Haptok-Reng (Fomalhaut) and 
  Satevis (Antares), led by Tishtrya, who usher in the 
  seasons. By forcing the Yazata Overworld to act in 
  accordance with ordered time, so far they have held 
  off the Titan. Zrvan, however, has all the time in the 
  World, and more.
  Purviews: Chaos, Death, Prophecy, Psychopomp, 
  Stars
  Banned Purviews: Fire, Magic
  Prominent Features
  Zrvan does not have any specific features. Boundless 
  time is not a physical concept at all, and as such, there 
  are no definite places in regards to what a Scion may 
  find while within Zrvan.
  Existing in boundless time has several unique 
  constraints. The first concern for Scions daring to 
  enter the Titan is how to survive. Within Zrvan, time 
  is variable, speeding up, slowing down, even reversing 
  without warning. Scions may find themselves 
  switching from adulthood to childhood to old age at 
  random, possibly reaching an age in which they are 
  incapable of defending themselves. Every scene that a 
  Scion stays within Zrvan, the character’s player must 
  roll (Willpower + Fortitude + Legend) and score ten 
  successes. On failure, the Scion ages randomly younger 
  or older several decades. As a result, the Scion loses 
  2 Willpower points and temporarily decreases each 
  of his physical attributes by 1 until out of Boundless 
  Time. Should the Scion reach 0 Willpower or 0 in 
  all of his physical attributes, he has aged to a point 
  where his body can no longer function as he becomes 
  a corpse or a fetus.
  Although Zrvan has no specific physical features, 
  visitors find their physical surroundings similar to 
  wherever they entered Zrvan from. The difference, 
  visitors find, is that everything constantly ages and 
  renews. A band of Scions that entered from London 
  encounters similar architecture but within moments 
  some parts of the “city” shifts and reverts to architecture 
  from centuries earlier while other areas change into 
  futuristic buildings. The landscape of Zrvan becomes 
  a constant distortion of progress, as if every time was 
  being represented at once.
  Leaving Zrvan is a matter of establishing an 
  ordered movement of time. A Scion must begin to 
  structure things within the Titan itself, ignoring the 
  AKA: Zurvan, Zervan Akarana, Zeroana Akerne, 
  Boundless Time
  Zrvan was once seen as a force beyond all human 
  comprehension and intellect, from which everything 
  emanated. Without Time to provide the framework 
  for interaction, everything that happened could un-
  happen in a moment, without delineation among 
  past, present and future. The binding of Zrvan was, 
  much like the binding of Terra, a feat of incredible 
  skill that entrapped his influence but left his nature 
  within the World.
  On the surface, Zrvan does not seem as malevolent 
  as some other Greater Titans. The problem, however, 
  is his utter indifference. There is no concern in Time 
  for what others are doing, one way or another, merely 
  continued movement of Time. His indifference makes 
  Zrvan antithetical to the transcendent ideal of the 
  Yazata, for there is no progress for Boundless Time: 
  Progress requires a structured and regimented march of 
  time that passes each moment the same. Zrvan moves 
  time as the moon moves the oceans. There are high 
  and low tides, swells and ebbs, and the chaotic crash of 
  waves. Zrvan is both the indifference and the madness 
  of time without limits.
  Now that Zrvan is no longer sealed in the 
  Underworld, he has seeped his way to the base of Mount 
  Hukairya. His indifferent chaos has fundamentally 
  altered the passage of time within the Godrealm. Years 
  in the World pass in moments while in other places the 
  Godrealm’s years pass as a few seconds in the World. 
  In an instant, a creature of Zrvan can be born and 
  grow to maturity, while Gods seeking to leave Mount 
  Hukairya may discover that time slows and nearly 
  stops the further they travel from their homes.
  Ahriman, lord of the deevs and drujs, marshals the 
  forces attacking Mount Hukairya, as he is all that is 
  chaotic and entropic in time. He employs his minions 
  to make raids upon the Yazata when possible. There 
  is no rhyme or pattern to the attacks; one can follow 
  another in wave after wave, or weeks can pass between 
  attacks. Ahriman can form and bring forth more of his 
  pawns just as quickly as time allows. Even the dead in 
  Ahriman’s domain of Duzakh have been conscripted 
  into his army. Since his return, many of the dead of 
  Duzakh have been given an opportunity for revenge 
  against the Yazata that consigned them to ages of 
  torment for the sins of a single lifetime.
  At Mount Hukairya, itself, the Gods enforce 
  the structure of time in order to keep from being 
  overwhelmed. Mithra keeps the Sun moving in the sky 
  as regularly as ever, assisted by Cautes and Cautopates 
  — Sunrise and Sunset — and the deities of the day: 
  
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  constant shifts and changes of time and developing 
  a beat. Scions with a background in music or singing 
  often find this easier than others, as they innately 
  understand tempo and beat, which require the ordered 
  movement of time. The Scion’s player must make a 
  (Willpower + Integrity + Legend) roll at difficulty 8. 
  The Storyteller may offer bonus dice for stunts such as 
  clapping or singing to a beat. A passage then opens as 
  Zrvan attempts to expel that portion of itself that has 
  stabilized. However, Boundless Time will also likely 
  send along some aionic (see sidebar) creature to ensure 
  the Scions do not stay behind.
  Passages
  To reach Zrvan, shatter an old clock or sundial in 
  the Overworld and scatter the pieces, opening a portal 
  to Zrvan. Or, have a God become The Crown and step 
  into and through the robe of stars he wears. The next 
  step will land one within Boundless Time.
  Of all the Titans, Zrvan shares the closest affinity 
  with Hundun, Soku-no-kumi, and Akhetaten. In the 
  madness of Elder Chaos and even when that space is 
  slowly made stable, time can still unravel and there 
  passages to Zrvan may open up from within Hundun. 
  In Soku-no-kumi, portals exist when one journeys 
  through the dark until time loses all meaning. Similarly, 
  within Akhetaten, when the light never changes, and 
  no orderly passage of time seems to exist, passages to 
  Zrvan can be found in the furthest reaches of the light-
  scoured region. However, Zrvan exists somewhere in 
  every Titan-realm, in the places too deep to have 
  meaningful order to the passage of time.
  Ahriman
  AKA: Angra Mainyu
  Ahriman, lord of the deevs and drujs, herald of 
  the Lie and destruction and the dark, reigns among 
  the avatars of Zrvan. One legend holds that Zrvan 
  birthed Ahriman and Ahura Mazda as twins and 
  polar opposites, ever struggling to attain victory over 
  the other. Other legends say their relation was never 
  familial, just two opposed spirits, incredibly powerful, 
  vying for dominance. Other claims exist, but in all of 
  them, Ahriman always appears as the dark reflection 
  of Ahura Mazda who sstrives to undercut the Yazata 
  and ruin their works. And yet, Fate decrees that 
  Ahriman should fall before Ahura Mazda in a final 
  battle — if they manage to have it. With Ahura 
  Mazda missing, Ahriman is not willing to wait for his 
  counterpart’s reappearance.
  For Ahriman, the World is an awful and stagnant 
  place, lacking the twisting chaos of time unbound. 
  In his ideal World, there would be no rhythm or 
  pattern to the passage of time, merely an unknowable 
  shifting that was different in every place and could 
  be different at any given moment. The fact that 
  Ahriman would control much of this nightmare 
  would only make the reality all the sweeter, for he 
  thrives in chaos and fear.
  
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  THE AIONIC TEMPLATE
  THE AIONIC TEMPLATE
  All creatures that exist in the boundless time 
  of Zrvan possess this template, which derives 
  its name from the Greek word for eternity 
  or ages, aion. Time shifts and sways around 
  aionic creatures, creating a maelstrom of 
  misplaced time with the creature at the center. 
  Intelligent aionic creatures can suppress this 
  aura of uncertain time for the cost of one 
  Legend point. Anyone within a number of 
  feet equal to the aionic creature’s Legend is 
  afﬂ icted by bursts of sudden decay as time 
  ﬂ ares and fades, inﬂ icting bashing damage 
  equal to the creature’s Legend every ﬁ ve ticks 
  on any beings not immune to the ravages of 
  time. (Gods and those with some other form 
  of eternal youth, such as the Extended Youth 
  Knack, are immune. Their belongings, such 
  as clothing, are still affected).
  Aionic creatures are immune to Boons 
  from the Stars Purview deployed by beings 
  with lower Legend ratings. Aionic creatures 
  halve their dice pool to resist Boons from 
  the Magic Purview, and Boons from the Fire 
  Purview have Piercing quality against aionic 
  creatures — affecting all their soak, not just 
  any armor they wear.
  Ahriman has a base dice pool of 24 for all actions, 
  modified by his Epic Attributes. Ahriman favors Social 
  Attributes and prefers to twist his enemies and their 
  allies against each other before seducing the survivors 
  over to his cause, giving him utter victory.
  Virtues: Ambition 5, Malice 5, Rapacity 3, Zealotry 3
  Supernatural Powers:
  Avatars: The Crown, The Reaper, The Void
  Boons: Every one- to eight-dot Boon from every 
  Purview except Fire and Magic, which are forbidden 
  to him. Ahriman also has all Boons from the Stars, 
  Death, and Chaos Purviews.
  Epic Attributes: Epic Social Attributes at the 10-dot 
  level (with all appropriate Knacks). All other Epic 
  Attributes at the eight-dot level (with all appropriate 
  Knacks).
  Join Battle: 24
  Attacks:
  Clinch: Accuracy 24, Damage 13L, Parry DV —, 
  Speed 6, P
  Unarmed, Heavy: Accuracy 23, Damage 16L, 
  Parry DV 40, Speed 5
  Unarmed, Light: Accuracy25, Damage 13L, Parry DV 42, 
  Speed 4
  Soak: 8A/35L/41B
  Health Levels: -0x40/Incap
  Dodge DV: 47 Willpower: 10
  Legend: 12 Legend Points: 144
  Other Notes: Ahriman rolls (Legend) every five ticks 
  and heals (successes) in health levels.
  Aeshma Daeva
  Second only to Ahriman in enmity with the Yazata, 
  Aeshma’s origins are as lost as those of the Gods. He 
  is older than many of the lesser deities allied with the 
  Yazata — as old as the Yazata themselves — and is 
  often assumed to be a God and not titanspawn. He 
  has allied with the Titans under many names, whether 
  as Aeshma Daeva of Persian mythology, Asmodai of 
  Judaism, and others.
  Aeshma represents rage and lust, vengeance and 
  madness, but he is never stupid. When the Gods 
  imprisoned Ahriman with the rest of the Titans, 
  Aeshma danced away, eluding every trap set before him. 
  As self-centered a creature as he is, Aeshma’s concern 
  never seemed to be with freeing the Titans, despite his 
  previous support. With their escape, however, he seems 
  more or less in accord with Ahriman once more.
  The dark God has more resources than simply 
  those availed to him by association with Ahriman. 
  Ceremonies dedicated to the Yazata that are performed 
  incorrectly are said to have been done as if for Aeshma, 
  regardless of the performer’s intent. Aeshma’s power 
  is intertwined with that of the Yazata, strengthening 
  where they weaken.
  As the incarnation of rage and lust, Aeshma 
  appears equally often as a hulking brute or as incredibly 
  attractive, and sometimes as both — managing 
  a combination of raw sex appeal and outright 
  intimidation is a skill on which he prides himself.
  Attributes: Strength 11, Dexterity 9, Stamina 10; 
  Charisma 11, Manipulation 11, Appearance 10; 
  Perception 8, Intelligence 7, Wits 9
  Virtues: Ambition 4, Malice 5, Rapacity 5, Zealotry 1
  Abilities: Academics 3, Animal Ken 2, Art 
  (Calligraphy) 2, Athletics 5, Awareness 5, Brawl 5, 
  Command 3, Control (Motorcycle) 2, Empathy 4, 
  Fortitude 5, Integrity 5, Investigation 2, Larceny 4, 
  Marksmanship 3, Medicine 3, Melee 5, Occult 4, 
  Politics 3, Presence 5, Science (Psychology) 2, Stealth 4, 
  Survival 4, Thrown 4
  Birthrights: Avatar 5, Followers 5 (Five deevs), 
  Followers 5 (Five drujs), Relic 5 (The Bloody Mace 
  — Justice, War), Relic 5 (The Wounding Spear — 
  Chaos), Relic 5 (Armor — Health)
  Supernatural Powers:
  Avatars: The Arbiter, The General, The Void
  
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  Boons: Army of One, Battle Cry, Blessing of Bravery, 
  Blessing of Ammunition, Colossus Armor, Crawling 
  Chaos, Death Senses, Divine Enforcement, Dream 
  Wrack, Euthanasia, Eye of the Storm, Follower 
  Army, Guilt Apparitions, Holy Font/Epidemic, 
  Hornet’s Nest, Insanity, Instant Riot, Judgment, 
  Lunacy, Morale Failure, Night Eyes, Otherworldly 
  Portal, Overworld Judgment, Paralyzing Confusion, 
  Phase Body, Phase Cloak, Psychic Prison, Rainbow 
  Bridge, Recurring Distraction, Restore/Wither, Sabot, 
  Sanctify Oath, Scarlet Letter, Shadow Mask, Shadow 
  Refuge, Shadow Step, Shield of Righteousness, Shuck 
  Fate, Strike Blind, Strike Dead/Deny Death, Surreal 
  Draft, Sympathy Pains, Unbarred Entry, Unintended 
  Purpose, Warrior Ideal, Where are You?
  Epic Attributes: Epic Strength 10 (all Knacks), Epic 
  Dexterity 5 (And the Crowd Goes Wild, Perfect 
  Partner, Photographic Penmanship, Untouchable 
  Opponent, Whirlwind Shield), Epic Stamina 7 
  (Damage Conversion, Self-Healing, Solipsistic Well-
  Being, Body Armor, Regeneration, Divine Damage 
  Conversion, Impenetrable), Epic Charisma 10 (all 
  Knacks), Epic Manipulation 10 (all Knacks), Epic 
  Appearance 7 (all knacks), Epic Perception 1 (Hear 
  Prayers, Unfailing Recognition), Epic Intelligence 4 
  (Language Mastery, Multitasking, Perfect Memory, 
  Telepathy), Epic Wits 5 (Cobra Reflexes, Instant 
  Assessment, Perfect Imposter, Psychic Profiler, Social 
  Chameleon, Talent Mirror)
  Ultimate Attributes: Ultimate Strength, Ultimate 
  Charisma, Ultimate Manipulation
  Join Battle: 13
  Attacks:
  Clinch: Accuracy 14, Damage 12B, Parry DV —, 
  Speed 6, P
  Unarmed, Heavy: Accuracy 13, Damage 15B, 
  Parry DV 17, Speed 5
  Unarmed, Light: Accuracy15, Damage 12B, Parry DV 19, 
  Speed 4
  The Bloody Mace: Accuracy 15, Damage 18L/B, Parry 
  DV 18, Speed 4
  The Wounding Spear: Accuracy 14, Damage 15A, Parry 
  DV 19, Speed 5
  Soak: 12A/32L/40B (Armor, +5A/5L/8B)
  Health Levels: -0x28/Incap
  Dodge DV: 24 Willpower: 10
  Legend: 12 Legend Points: 144
  Other Notes: Aeshma’s Bloody Mace has the following 
  traits: Accuracy +1, Damage +6L/B, Defense +0, Speed 4. 
  The Bloody Mace is partially flanged, and can strike with 
  or without the edged flanges, dealing lethal or bashing 
  damage, respectively. Aeshma’s Wounding Spear 
  has the following traits: Accuracy +0, Damage +3A, 
  Defense +2, Speed 5. Aeshma’s armor is a battered and 
  worn suit of dark red lamellar armor.
  Azhi Dahaka
  The 
  world-devouring 
  dragon 
  that 
  Persian 
  mythology calls Azhi Dahaka is a huge beast with three 
  monstrous heads and a wingspan that can block out the 
  sun. He is a powerfully destructive servant of Ahriman 
  and determined to destroy the World. Prophecy holds 
  that he will only succeed in destroying a third, once 
  he escapes his captivity. Azhi Dahaka writhes in 
  fury, held in a Terra Incognita located beneath the 
  dormant volcano Mount Damavand in Iran. He was 
  trapped there with great difficulty by Keresap, a Scion 
  of the Yazata, for the incredible destruction he leveled 
  against the World.
  Unfortunately, Azhi Dahaka is more than just 
  a titanspawn. He is living destruction, and from his 
  wounds snakes, scorpions, locusts, and all manner of 
  vermin pour forth. Unwilling to kill Azhi Dahaka 
  for fear of unleashing worse upon the dragon’s death, 
  Keresap instead bound Azhi Dahaka beneath Mount 
  Damavand to await a time when the dragon could be 
  killed safely.
  Attributes: Strength 20, Dexterity 6, Stamina 16; 
  Charisma 3, Manipulation 3, Appearance 2; Perception 5, 
  Intelligence 3, Wits 5
  Virtues: Ambition 2, Malice 4, Rapacity 4, Zealotry 4
  Abilities: Animal Ken 1, Athletics 4, Awareness 4, 
  Brawl 5, Fortitude 5, Integrity 4, Investigation 1, 
  Occult 4, Presence 4, Stealth 2, Survival 4
  Supernatural Powers:
  Blood of Vermin: The blood of Azhi Dahaka comes 
  alive when it spills from the dragon’s veins. When the 
  dragon bleeds, its blood is thick with squirming snakes, 
  scorpions, rats, biting insects and more that immediately 
  and hungrily attack everything in sight. Every 10 ticks 
  that the dragon suffers from at least one lethal or 
  aggravated wound, the vermin act as an environmental 
  effect of Damage 1L/action and Trauma 1. The damage 
  and trauma increases by 1, to a maximum of 6L/action 
  and 6 Trauma, every 10 ticks, as the swarm of vermin 
  grows larger. Once the dragon stops bleeding, the 
  swarm scatters swiftly: The damage and trauma from 
  the vermin decreases by 2 every 5 ticks.
  Corrosive Breath: Azhi Dahaka can spew forth a 
  thick cloud of corrosive gas at a target. The attack 
  roll is (Perception + Athletics), adding a number of 
  automatic successes equal to the dragon’s Legend. The 
  gas envelops an area 10 yards across, centered on the 
  target, so multiple victims can be struck by the attack 
  if they are bunched together. The attack inflicts 
  (Legend + 10) dice of lethal damage. Once the dragon 
  has deployed its breath weapon, it must recharge for 
  15 ticks before it can be used again. The range of the 
  attack is (Legend x 25) yards. In addition, the gas acts 
  as Titanspawn Venom if inhaled; the burning of the 
  gas itself often causes the victims to gasp, inhaling the 
  poisonous stuff.
  
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  Epic Attributes: Epic Strength 6 (with all knacks from 
  Scion: Hero and Scion: Demigod), Epic Stamina 6 
  (with all knacks from Scion: Hero and Scion: 
  Demigod), Epic Appearance 2 (Dreadful Mien, 
  Serpent’s Gaze)
  Tough Hide: Like all dragons, Azhi Dahaka’s hide is 
  incredibly tough and resilient, doubling the bashing 
  and lethal soak values obtained from Stamina before 
  Epic Stamina is applied.
  Triple-Headed: Azhi Dahaka has three heads; each gets 
  an action at no penalty.
  Join Battle: 9
  Attacks:
  Bite: Accuracy 11, Damage 27L, Parry DV —, 
  Speed 5
  Claw: Accuracy 9, Damage 30L, Parry DV 10, 
  Speed 5
  Clinch: Accuracy 10, Damage 27L, Parry DV —, 
  Speed 6, P
  Corrosive 
  Breath: 
  Accuracy 
  9, 
  Damage 
  18L, 
  Parry DV —, Speed 5
  Soak: 6A/32L/48B
  Health Levels: -0x31/Incap
  Dodge DV: 9 Willpower: 8
  Legend: 8 Legend Points: 64
  Other Notes: None
  Zahhak
  Zahhak was originally a Scion of Mithra, but 
  Ahriman wormed his way into his trust and slowly 
  corrupted him. Ahriman convinced the Scion to kill 
  his mortal father in order to become king sooner, and 
  then ‘gifted’ Zahhak by kissing him on either shoulder, 
  causing a snake to rise up where Ahriman’s lips had 
  pressed. Horrified by the curse, Zahhak sought advice 
  on what to do, as the snakes grew back regardless of 
  the means used to remove them. In the final stroke of 
  his corruption, Ahriman came to Zahhak disguised as 
  a sage old man and informed the Scion that the snakes 
  must be fed the brains of men each day to prevent 
  them from turning on him.
  Zahhak began a reign of terror, conquering new 
  lands and ordering that every day two men be slain 
  and their brains fed to the snakes on his shoulders. 
  Though never outright pledging himself to Ahriman, 
  Zahhak became more twisted and debased with each 
  murder. Eventually, another Scion of the Yazata, 
  Feridoun, defeated Zahhak and bound him beneath 
  Mount Damavand just as Azhi Dahaka had been.
  Zahhak has languished for centuries in constant 
  pain and madness. With nothing else to feed them, 
  the snakes feed on Zahhak’s brain. The bindings 
  which hold him beneath Mount Damavand assure 
  that he won’t die from it. Instead, and perhaps far 
  worse, Zahhak has suffered and lost his intelligence 
  along with any humanity he might still possess. Little 
  more than beast, Zahhak alternates between raging at 
  his captivity and lying on the floor, whimpering as the 
  snakes gnaw away at his ever-renewing brain.
  Scholars of myth often say that the story of Zahhak 
  is merely a reinterpretation of the story of Azhi Dahaka, 
  replacing the three-headed dragon with an artificially 
  three-headed man. Those scholars are both right 
  and wrong. Ahriman’s intentions with Zahhak were 
  not limited to creating a tool to conquer the World 
  (though Zahhak had some temporary success there). 
  The Titan also planned to circumvent the bindings 
  of Fate that held Azhi Dahaka. Ahriman’s intent, by 
  creating the parallels between the two, was to weaken 
  the hold on Azhi Dahaka, shifting some of the ‘weight’ 
  of the dragon’s Fate onto Zahhak instead. Slowly, over 
  time, as the story of Zahhak became better known in 
  the world than that of Azhi Dahaka, more of binding 
  has fallen upon Zahhak, and less and less holds Azhi 
  Dahaka in his prison.
  Attributes: Strength 6, Dexterity 6, Stamina 6; 
  Charisma 1, Manipulation 1, Appearance 1; Perception 3, 
  Intelligence 1, Wits 2
  Virtues: Ambition 2, Malice 5, Rapacity 3, Zealotry 3
  Abilities: Animal Ken 1, Athletics 3, Awareness 4, 
  Brawl 5, Fortitude 5, Integrity 4, Presence 4, Survival 4
  Supernatural Powers:
  Epic Attributes: Epic Strength 3 (Crushing Grip, Holy 
  Rampage, Uplifting Might), Epic Dexterity 2 (Lightning 
  Sprinter, Untouchable Opponent), Epic Stamina 5 
  (with all knacks from Scion: Hero and Regeneration)
  Join Battle: 6
  Attacks:
  Clinch: Accuracy 11, Damage 7B, Parry DV —, 
  Speed 6, P
  Unarmed, Heavy: Accuracy 10, Damage 10B, 
  Parry DV 7, Speed 5
  Unarmed, Light: Accuracy12, Damage 7B, Parry DV 8, 
  Speed 4
  Soak: 6A/16L/20B (Barmayeh’s Hide, +1A/2L/3B)
  Health Levels: -0x17/Incap
  Dodge DV: 10 Willpower: 8
  Legend: 6 Legend Points: 36
  Other Notes: Barmayeh’s Hide also acts as a Birthright 
  for the Health and Fertility Purviews.
  Deev (Guide ••• to •••••)
  A deev is a male demon of Persian mythology, often 
  in the service of Ahriman but equally malicious when 
  independent. To mortals, they look like at least seven 
  feet tall, hirsute slabs of muscle with more mass than 
  definition. To anyone with a Legend rating, deevs are 
  covered in a pelt of fur with tusks jutting from their 
  mouths, with the same brawny musculature. Deevs are 
  the traditional enemies of Yazata Scions and have a 
  deep loathing for the children of the Gods.
  
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  However, when utterly defeated, a deev may offer 
  his servitude to the person who beat him, and will 
  serve loyally until the terms of his servitude are met. 
  The deev then reverts to his old behavior. Due to 
  the incessant warring of the Yazata and their Scions 
  against the servants of Ahriman, many of these 
  creatures have chosen service over death. As cruel and 
  malicious creatures, how a deev fulfills the terms of his 
  service can cause more problems, though a deev may 
  not consciously seek to spite his master.
  Many Yazata find that assigning a deev to guide a 
  Scion works out well, regardless. The Scion has someone 
  who knows much about many of the titanspawn that 
  she may face, and she can see firsthand some of what a 
  soldier of the ‘other side’ can do.
  Deevs use the template for the Giant and Elder 
  Giant, except as follows. Deevs always have an 
  Appearance 0 (which is considered Appearance 5 
  when trying to intimidate someone). Also, deevs 
  are significantly more intelligent than the average 
  giant. (In mythology, deevs helped teachy many 
  arts and sciences to mortals.) Deevs usually have an 
  Intelligence of 3 or higher. Some of the more devious 
  may even have dots in Epic Intelligence. Deevs are also 
  natural shapeshifters who can transform into a number 
  of different shapes equal to (Legend -1). These shapes 
  are usually animals, though a deev could transform into 
  a giant rock if that was one of his forms. For the most 
  part, the deev’s attributes remain unchanged, although 
  they may be modified by certain forms. In the example 
  of deev that turned into a giant boulder, perhaps he 
  can still roll to move about but is much slower (less 
  Dexterity) with a trade-off in being simply tougher 
  (more Stamina or Health Levels). Deevs often have 
  dots in the Animal Purview equal to their (Legend -1); 
  however, they are limited to the animals whose shapes 
  they have access to as part of their shape shifting.
  Druj
  Drujs are female demons of Persian mythology, 
  serving Ahriman, other Titans, or their own whims. 
  To mortals, they tend to appear as either heart-
  stopping beauties or horridly ugly hags. To anyone 
  with a Legend rating, drujs appear mostly the same, 
  with the sole difference being hints of their elemental 
  nature: a druj associated with drought might look like a 
  beautiful woman except for her crumpled, papery skin, 
  while a druj associated with rot may appear as an ugly 
  old woman who smells of decay.
  Drujs use the template for the Nymph, except 
  as follows. Instead of an association with a place of 
  nature, a druj is associated with its antithesis. She 
  is drought instead of the river, rot instead of the 
  garden, fire instead of the forest, and so on. Also, 
  instead of being able to heal, the druj can instead 
  cause aggravated damage to those within her area of 
  influence by spending one Legend per health level. 
  Elder drujs often take on an aspect of a vice, such as 
  greed, lust, cruelty, and such. This aspect of vice grants 
  the druj a number of automatic successes equal to her 
  Legend when trying to manipulate an individual on 
  the basis of her favored vice.
  
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  THE GOD, THE BAD 
  THE GOD, THE BAD 
  AND THE UGLY
  AND THE UGLY
  The past isn’t dead. Sometimes, it isn’t even past.
  — William Faulkner
  INTRODUCTION
  INTRODUCTION
  The God, the Bad and the Ugly is a brief scenario for Scion designed for Hero-level characters with little 
  or no experience. With brisk pacing, players might run through the story in a single afternoon and evening’s 
  gaming. The scenario introduces players and characters to the Yazata pantheon, in a context one might not 
  expect: a Western.
  The ancient Persians raised cattle. Their legendary heroes were great horsemen, and they used lariats as 
  often as swords, maces and bows. Their greatest hero, Rustam, rode a mighty horse called Lightning whom no 
  one else could tame, and had a High Noon-style archery showdown with the rival hero Esfandiyar. So, the most 
  distinctive elements of Persian heroic legend happen to fit very well in American cattle country.
  The Scions start by visiting the little town of Siston, WY to investigate a seemingly-simple case of cattle 
  rustling. They soon discover that far more than some beef on the hoof is at stake: One of the missing cattle is 
  the hadhayosh, the supernatural bull from Persian mythology. The current crime is only the latest chapter in a 
  family conflict that goes back more than a century, to an earlier group of Scions in the Old West… and beyond 
  that, to legendary heroes and villains, and the primal war of the Gods and Titans. As ancient myth and modern 
  life collide, the Scions learn that time may be running out.
  
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  ABOUT THE STORYTELLING ADVENTURE SYSTEM
  ABOUT THE STORYTELLING ADVENTURE SYSTEM
  If this is your ﬁ rst Storytelling Adventure System (SAS) product, you’ve chosen a ﬁ ne place to start. 
  To keep this story kit lean and focused, though, we haven’t included a lot of the core premises and 
  Storyteller suggestions that are at the heart of the SAS. Whether you’re a new Storyteller or an old hand, 
  be sure to read the free SAS Guide, found at the SAS website:
  www.white-wolf.com/sas
  THE GOD, THE BAD AND THE UGLY
  THE GOD, THE BAD AND THE UGLY
  Scenes 6   
  Scenes 6   [ Mental ••   Physical •••   Social ••• 
   Mental ••   Physical •••   Social ••• ]   XP Level HERO
     XP Level HERO
  TREATMENT
  THEME: POWER OF THE PAST
  As the great American author William Faulkner 
  wrote, the past is never truly dead and gone. While 
  the Scions gather clues and get into fights, they 
  find very old roots to the current conflict. In Scion, 
  ancient myths frequently replay in the modern 
  World; this becomes central to “The God, the Bad 
  and the Ugly.”
  MOOD: URGENT MYSTERY
  The Scions also quickly learn that time is not on 
  their side. In fact, Time bends back on itself, warning 
  the Scions that some awful violation of nature is about 
  to occur. They must find the missing bull quickly, lest 
  horrors from the past invade the present.
  A CHAPTER IN YOUR CHRONICLE
  The God, the Bad and the Ugly makes only two 
  assumptions: That the Scions already formed a Band; 
  and that they have some way of knowing that servants 
  of a Titan are trying something big and bad in the little 
  town of Siston. As such, the story is easy to drop into an 
  existing chronicle. If characters want to pursue some of 
  the story’s hints about past Scion activities in the Old 
  West, The God, the Bad and the Ugly can become the 
  start of a story arc or even a whole chronicle.
  A STORY IN ITSELF
  If characters succeed in stopping the evil building 
  in Siston, none of the loose ends demand that the 
  characters tie them up, if that’s what they want. As 
  such, you can run The God, the Bad and the Ugly as 
  an isolated one-shot adventure.
  If the Scions fail, of course, a powerful servant of 
  the Titans is loose in the World. In an ongoing series, 
  this will become a problem for the Scions.
  BACKGROUND: THE 
  FAIRDOWN SAGA
  Many myths deal with struggles among family 
  members, and The God, the Bad and the Ugly
  follows this model. The feud-divided members of the 
  Fairdown family don’t know it, but they are caught in 
  the reenactment of at least two Persian myths.
  The cycle began with a Yazata Scion called Jim 
  Shade, who for a time became a business tycoon with 
  interests in cattle, mining and other industries. In 
  response, Ahriman raised up a villain called Zachary 
  Hawk, who ruined Shade and took his wealth like the 
  tyrant Zahhak once ruined and usurped the ancient 
  king Jamshid. Ahriman’s ultimate motive was the 
  same as with Zahhak: to weaken the binding upon the 
  monstrous Azhi Dahaka (see pp. 34-35). Hawk received 
  his comeuppance, however, from Treat Fairdown, 
  Scion of Mithra — just as the hero Feridoun defeated 
  Zahhak and Thraetona defeated Azhi Dahaka. In the 
  final battle between Fairdown and Hawk, the villain 
  died in the collapse of one of his mines.
  Treat Fairdown retired to set up an enormous 
  ranch and raise a family. Like his namesake Feridoun, 
  he divided his land between his three sons, but the two 
  who felt themselves disfavored conspired to murder 
  the son their father liked best. Today, the descendants 
  of murdered Ira Fairdown own the Bar I ranch. The 
  descendants of Torrance Fairdown own the Lazy T 
  ranch. The two families have feuded ever since, from 
  lawsuits over water rights to assaults and attempts at 
  murder. (The third son, Sal, went west to California 
  and dropped out of the replaying myth cycle.) The 
  current leaders of the feud are Rusty Fairdown, a 
  cousin from the Bar I ranch, and Frazer Fairdown from 
  the Lazy T.
  
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  HOLY COW
  As part of his legacy, Treat left his sons his 
  Creature, the hadhayosh called Sunny. His heirs have 
  stolen it back and forth at least a dozen times. The 
  Fairdowns know their ancestor was no ordinary man, 
  and that the hadhayosh is no ordinary bull. After all, 
  it’s not only immortal, it’s also the best stud in the 
  tri-state area. The hadhayosh’s offspring give both 
  ranches superb beef cattle.
  When rustlers steal the hadhayosh from the Lazy 
  T, Frazer Fairdown naturally thinks the Bar I is behind 
  it. He is dead wrong. Actually, the spectre of Zachary 
  Hawk possessed Frazer’s body and recruited a gang of 
  modern-day rustlers, which he made into Horsemen 
  (see Scion: Hero, pp. 310-312). The spectre found the 
  jealous, resentful Frazer easy to suborn.
  Zachary intends to sacrifice the hadhayosh in a ritual 
  that enables him to live again and frees his namesake 
  Zahhak. If the Scions cannot stop him, a powerful 
  servant of the Titans will be loosed on the World.
  SET-UP
  Destiny has a way of drawing Scions together, so if 
  you want to start your Scion chronicle in Wyoming, 
  the characters could all live in the area. Otherwise, 
  you need a reason to bring an existing Band to the 
  area. The simplest way is just to have Prophecy, divine 
  parents or speakers for Fate tell the Scions to get their 
  asses over to Siston, Wyoming. Considering what’s 
  about to happen, the urgency is justified. For instance, 
  a Scion might receive a message such as this:
  EXPANDING THE SAGA
  EXPANDING THE SAGA
  Storytellers can easily use the saga of Jim 
  Shade, Zachary Hawk and Treat Fairdown 
  as a starting point for other Yazata-based 
  adventures. The adventures and conﬂ icts of 
  the three could leave other loose ends that 
  modern Scions must tie up. Learning about 
  their deeds could point Scions to other 
  mysteries, places and locations. Certainly, 
  the three interacted with Coyote and other 
  Native American Gods; and just as surely, 
  they were not the only Scions in the Old 
  West. For instance, this scenario mentions 
  a town in Wyoming called Thermopolis, 
  where forces of the Yazata and Dodekatheon 
  once clashed, just as the Greeks and Persians 
  battled at Thermopylae.
  My dearest Donnie,
  I deeply regret interrupting you, as I know how 
  delightful Monte Carlo is this time of year, but 
  the Cumaean Sybil simply insists that someone 
  must go to Siston, Wyoming and look into a case 
  of “cattle rustling,” whatever that is. Do cattle 
  rustle? I’m afraid I haven’t been around any in 
  some centuries. One of the cattle is supposed to be 
  supernatural, though, so that may explain it.
  I know it’s a long way, but we simply won’t 
  get any peace here on Olympus until something is 
  done. Perhaps hearing that you and your friends are 
  dealing with the situation will stop the Sybil from 
  her silly muttering about “twisting the skies” and 
  “sacrificing the blood of eternity.” I do wish these 
  oracles would at least be a little clearer with their 
  prophecies of doom, but I suppose it can’t be helped. 
  If it turns out to be nothing, at least you can visit a 
  quaint little town and get some healthy country air.
  Your loving mother,
  APHRODITE
  NEW ELEMENTS
  Scion already offers rules and descriptions for 
  three of the signature weapons of the Persian hero. 
  The hankyu works well enough for the Persian bow. 
  The quauhololli stands in for the Persian mace; 
  Rustam and Feridoun both had maces tipped with 
  massive iron cattle heads. The xiphos and spatha 
  adequately represent ancient Persian swords. The 
  most distinctive weapon of a Persian hero, though, is 
  new to the Scion game.
  THE LASSO
  Cattle ranchers use lassos to catch their beasts – 
  and they work on humans, too. As a weapon, though, 
  the lasso follows some unusual rules.
  
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  The target still suffers the penalty for the attacker’s 
  threshold successes. Failure to escape results in bashing 
  damage equal to the mount’s Strength. (Characters 
  with exceptional Strength and running speed might 
  try this without the need for a horse.)
  Storytellers can expect their players to find other 
  creative ways to attack using a lasso. It’s a weapon 
  made for stunts.
  Acc. Damage Range Clip 
  Speed Tags
  +2 
  Special 
  5 
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  ZAHHAK’S LASSO
  Relic ••• (2 Purviews, 1 Guide)
  The tyrant king Zahhak was as deft with a lasso 
  as any Western hero. After the hero Feridoun seized 
  Zahhak’s castle, the villain used a lasso to climb the 
  wall and swing down to confront his nemesis. That 
  lasso is now a potent relic empowered by Ahriman.
  Zahhak’s Lasso enables its owner access to the 
  Death and Psychopomp purviews. It also summons 
  spirits of the dead to serve as temporary Guides. The 
  Scion whirls the lariat, demands that the dead arise 
  to answer his questions, and casts the lasso. He also 
  spends one Legend and one Willpower, and his player 
  rolls the Scion’s Willpower. The lasso’s loop fades as 
  it drops into the Underworld. A moment later, the 
  rope twitches as the lasso tightens around a ghost. The 
  Scion then can pull the ghost into visible and audible 
  manifestation. The ghost must answer one question 
  for every success on the Willpower roll before fading 
  back into the Underworld.
  The Scion cannot control which ghost the lasso 
  catches, but each is fairly knowledgeable about 
  supernatural matters. Unfortunately, every ghost is 
  also a spectre loyal to Ahriman and has no obligation 
  to tell the truth. Any good advice they provide is 
  merely strategic, to build trust before delivering a 
  whopping lie that leads the Scion to his destruction 
  or service to Ahriman. Spectres can also phrase 
  technically truthful answers in such a way that they 
  provoke fear, hate, jealousy or other emotions that 
  can cause strife in a Band or lead to evil deeds. The 
  spectres conspire with each other once they know 
  someone has the lasso, so any confidence the Scion 
  may gain from the apparent randomness of the 
  summoning is completely false.
  The Scion can name and call one specific soul, 
  though: Zahhak, caught between life and death in his 
  prison under Mount Demavand. The tyrant king is a 
  grisly sight, with blood streaming down his head as the 
  snakes that grow from his shoulders gnaw through his 
  skull to feast on his brain. Nevertheless, he can manage 
  the usual number of answers between sobs, screams 
  and blasphemies. Zahhak cannot consciously lie, but 
  he is so much Ahriman’s creature that he knows only 
  what the Titan wants him to believe, making him the 
  least reliable informant of all.
  IRISH STEER
  IRISH STEER
  If you have any players with Scions of the 
  Tuatha dé Dannan (Scion Companion, p. 8) 
  in your Band, they may be familiar with the 
  story of the Cattle Raid of Cooley (the Táin 
  bó Cúailnge) and its epic cattle-rustling and 
  magical bull. You may want to use those 
  characters’ divine parents as plot hooks, 
  sending their children off to capture another 
  pantheon’s prized bull, or you may wish to 
  have the hadhayosh mystically related to the 
  Táin bó’s Finnbhennach.
  A lasso’s attack roll is (Dexterity + Thrown). The 
  target can dodge or parry the attack. If the attack 
  succeeds, the lasso drops around the target’s body 
  and the attacker can pull on the rope to tighten 
  the slip-knotted loop. Keep track of the attacker’s 
  threshold successes.
  The target can try to escape on his next and 
  subsequent actions. If the attacking character does not 
  take some action to maintain tension on the rope, her 
  target can automatically escape on his next action. 
  Assuming the attacker tries to keep the rope tight, the 
  players of the attacker and target make a contested roll 
  of ([Strength or Dexterity] + Athletics). The target’s 
  player suffers a difficulty penalty of the attacker’s 
  threshold successes. If the lassoed target’s player wins 
  the contest, the target frees himself. If the attacker wins, 
  her target is still restrained — and if she wins by at least 
  two successes, her target falls over in the struggle.
  The target can try again to escape on his next 
  action, while the penalty to his player’s roll drops by 1, 
  to a minimum of 0. If a restrained target wants to fight 
  while struggling to free himself, this requires multiple 
  actions (see Scion: Hero, pp. 179-180). On the other 
  hand, an attacker who tries to do anything but run 
  around, keeping the tension on the rope, also suffers 
  the penalty for multiple actions.
  Normally, a lassoed target suffers nothing worse 
  than being prone or not being able to run away. A 
  character can try to bind a person’s arms so he can’t 
  fight, hog-tie his legs so he can’t run away, or tighten 
  the rope around his neck so he chokes. In this case, 
  apply a –2 difficulty penalty to the attacker’s roll, just 
  as for disarming (see Scion: Hero, p. 199).
  Another favored tactic is to lasso a target from 
  horseback and ride away, dragging the target along the 
  ground. In this case, the contested roll becomes the 
  target’s ([Strength or Dexterity] + Athletics) versus 
  the attacker’s (steed’s Strength + attacker’s Ride). 
  
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  THE CAST
  FRAZER FAIRDOWN, 
  OBNOXIOUS RANCHER
  Quotes: “I know exactly who did this. That bull is my 
  best stud, and those bastards from the Bar I have wanted 
  him for years. The sheriff says there’s no evidence. Ha! If 
  he’d just haul in that punk Rusty and Gitmo his ass, he’d 
  find my bull soon enough.”
  “I’m the one who got robbed. I gave the sheriff my 
  statement. I don’t need to answer questions from anyone 
  else, least of all strangers like you!”
  “You are fucking insane. Get off my land before I have 
  you arrested or shoot you myself.”
  Motivation: Architect. Frazer Fairdown constantly 
  schemes to expand his holdings at the expense of the 
  Bar I branch of the family.
  Background: Frazer grew up steeped in the old 
  vendetta between the Lazy T and Bar I Fairdowns. In 
  his youth, this meant fistfights and slashing tires. A tour 
  of duty in the Army cured him of such undisciplined, 
  petty malice, but not the underlying hatred. Frazer 
  spent 10 years making sure the Lazy T passed to him 
  instead of a cousin. Since then, he has harassed the 
  Bar I Fairdowns in every way that wouldn’t get him 
  arrested (though he doesn’t care if a few younger 
  relatives and “overzealous subordinates” get picked up 
  by the sheriff). While the Lazy T prospers under Frazer’s 
  relentless drive, he squanders much of the profits on 
  lawsuits and countersuits against his Bar I cousins and 
  everyone else he imagines stands in his way.
  Frazer married a local girl and has three children. 
  His wife Ellen is utterly terrified of him and strives 
  mightily never to defy him in even the slightest way. 
  Their oldest daughter, Sarah, ran off with the first man 
  who said he loved her (at age 16). Their second child, 
  Lucas, joined the Army the first day it was legally 
  possible and hasn’t been home since. Their remaining 
  son, Jonas, gets in so many fights (including with his 
  father) that Frazer had to pull strings and pay lawyers 
  to avoid the disgrace of a child in juvenile hall. Jonas 
  hasn’t been seen for a few weeks and the locals think 
  he probably ran away.
  Description: The master of the Lazy T is a stocky, 
  middle-aged man with short, gray hair, a fierce 
  mustache, a scowl and tension in his shoulders like 
  a bull about to charge. His tan suit puts the lie to 
  his cowboy hat: Frazer Fairdown has never roped a 
  cow in his life. He owns the ranch. Working it is for 
  hired hands.
  Storytelling Hints: Frazer turns every meeting 
  into a confrontation: It isn’t enough that he gets 
  something, he needs to feel like he made the world 
  give him what he wants. Even when there’s no need, 
  he blusters. Faced with any resistance, he threatens 
  violence if he thinks he can get away with that. If he 
  can’t, he threatens to call the police, his lawyers or his 
  alleged friends in government. On his own, though, 
  Frazer is a very minor evil in the World.
  Rage and obsession, however, make Frazer easy 
  prey for Zachary Hawk. So far, Frazer has not noticed 
  the minutes the spectre steals from his life. Only 
  if confronted with hard evidence that he has done 
  things he doesn’t remember does Frazer’s perpetual 
  hard glare melt into puzzlement and a hint of fear as 
  the truth struggles to penetrate his consciousness. By 
  now, though, Zachary is always at least a little present 
  in Frazer’s mind. The spectre quickly triggers Frazer’s 
  habitual strategy of making every situation a fight for 
  dominance, ensuring that Frazer never realizes what’s 
  going on.
  Actions: Bluster, Browbeat and Stonewall. 6 
  dice. Frazer threatens violence, but is unlikely to 
  follow through. He is a social antagonist who gets his 
  way through sheer obnoxious persistence.
  RUSTY FAIRDOWN, 
  THE SCION IN WAITING
  Quotes: “That’s a lie, and I suggest you take it back. 
  Now.”
  “It’s my family and my ancestor’s bull, so that makes it 
  my fight. If you think I’m stayin’ behind, you’re dumber’n 
  rocks!”
  “Ma’am.” (Touches hat.)
  Nature: Gallant. Like his namesake Rustam, Rusty 
  prefers to be the champion for someone else, instead 
  of taking the leadership role that he could easily seize 
  through his native gifts.
  Background: Rusty Fairdown’s mother resumed 
  her maiden name after her husband supposedly died in 
  the first Gulf War. Rusty grew up on the Bar I ranch, 
  
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  surrounded by Fairdown aunts, uncles and cousins. 
  His best friend is his cousin Kay, heir to the ranch, 
  though Rusty has always been the stronger, braver 
  and more popular of the two. While Rusty wanted 
  to follow his father into the U.S. Marine Corps, he 
  decided that he needed to stay on the ranch and help 
  protect his smart-but-naïve cousin from the rapacious 
  and bullying Frazer Fairdown. Rusty spends most of his 
  time tending the Bar I herd, but whenever a situation 
  arises that calls for horse sense, a stiff spine and maybe 
  a strong right hook, Rusty deals with it so Kay doesn’t 
  have to. As a measure of the family’s trust, Rusty has 
  become one of the few people who know of Sunny the 
  bull’s supernatural character.
  Description: Rusty looks like a hero: tall and broad-
  shouldered, with short brown-black curls around his 
  ruggedly handsome face. He seems peculiarly… right 
  on horseback. Rusty typically wears Levis, boots, a 
  plaid work shirt and cowboy hat.
  Storytelling Hints: Rusty is brave to a fault, and 
  fiercely loyal to his family and the Bar I ranch. Want 
  to insult him? Fine. Insult the Bar I, Kay, the honesty 
  of the Fairdowns or the competence and courage of 
  anyone who works for them? Them’s fightin’ words, 
  partner! Rusty enjoys a good scrap (he usually wins), 
  and is a little too quick to let his fists do the talking, 
  but he doesn’t hold grudges over honest mistakes. 
  Show yourself a liar, a sneak or a bully, though, and 
  Rusty Fairdown will beat you to the ground. Frazer 
  Fairdown is all those things, and Rusty hates him 
  for it more than anyone else in the World. Only 
  Rusty’s reluctance to strike his elders saves Frazer 
  from Rusty’s wrath. Most of the time, Rusty is very 
  polite to older men, authority figures and all women 
  (He calls them “Ma’am” and it doesn’t sound corny 
  or affected a bit).
  Supernatural Powers: While Rusty is a Scion, he 
  has not yet received his Visitation. As such, he does not 
  yet have any supernatural powers. Revealing the truth 
  about his ancestry and placing his ancestor’s walking-
  stick mace in his hand, however, delivers a Visitation 
  placed in the Relic years before and activates his divine 
  potential. Soon after, Vahram sends Rusty a horse from 
  the Yazatas’ own herds — a steed of great courage and 
  intelligence, equal to Rustam’s horse Lightning or any 
  Wonder Horse from a classic Western movie. These 
  Birthrights, Epic Attributes and Boons are the only 
  changes to Rusty’s character sheet.
  Epic Attributes: Epic Charisma 1 (Benefit of the 
  Doubt), Epic Dexterity 1 (Trick Shooter), Epic Stamina 
  2 (Holy Fortitude, Self-Healing), Epic Strength 2 (Holy 
  Rampage, Hurl to the Horizon)
  Boons: Blessing of Bravery, Hukhta, Humata (Physical 
  & Social Attributes), Penetrating Glare
  RUSTY FAIRDOWN
  Level: Mortal/Hero
  Calling: Cowboy Hero
  Nature: Gallant
  Pantheon: Yazata
  Patron: Vahram
  Attributes: Strength 4, Dexterity 3, Stamina 4; 
  Charisma 4, Manipulation 2, Appearance 3; Perception 2, 
  Intelligence 2, Wits 3
  Virtues: Conviction 1, Duty 3, Expression 1, Valor 4
  Abilities: Animal Ken 3, Athletics 3, Awareness 2, 
  Brawl 4, Command 2, Control (Horse) 3, Fortitude 2, 
  Marksmanship 4, Melee 3, Presence 4, Survival 1, 
  Thrown 4
  Birthrights: Creature 3 (Wonder Horse), Relic 4 
  (Mace of Feridoun: Sun, War, 2 Enhancements)
  Supernatural Powers:
  Epic Attributes: Epic Charisma 1 (Benefit of the Doubt), 
  Epic Dexterity 1 (Trick Shooter), Epic Stamina 2 (Holy 
  Fortitude, Self-Healing), Epic Strength 2 (Holy Rampage, 
  Hurl to the Horizon)
  Boons: Blessing of Bravery, Hukhta, Humata (Physical & 
  Social Attributes), Penetrating Glare
  Join Battle: 5
  Attacks:
  Clinch: 
  Speed 
  6, 
  Accuracy 
  7, 
  Damage 
  5B, 
  Parry DV —, P
  Unarmed, Heavy: Speed 5, Accuracy 6, Damage 8B, 
  Parry DV 4
  Unarmed, Light: Speed 4, Accuracy 8, Damage 5B, 
  Parry DV 5
  Mace of Feridoun: Speed 4, Accuracy 7, Damage 12B, 
  Parry DV 4
  
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  Lasso: Speed 6, Accuracy 10, Damage special, Range 5, 
  Clip —
  Desert Eagle: Speed 5, Accuracy 8, Damage 6L, Range 50, 
  Clip 7, P
  Soak: 2L/4B
  Health Levels: -0/-0/-0/-0/-0/-4/Incap
  Dodge DV: 6 
  Willpower: 7
  Legend: 3 
  Legend Points: 9
  Other Notes: Mace of Feridoun has stats of a 
  quauhololli with +1 Accuracy and –1 Speed. Also 
  Sun and War Purviews.
  ARCHER LOCKE, 
  THE SECRET SCION
  Quotes: “We don’t get many strangers in a small town 
  like this, and they don’t stay long. You ask your questions 
  for a day or two and then… disappear. I got a feeling that’s 
  how things will work out anyway.”
  “You ain’t telling me everything. Fine. I’ll keep my eye 
  on you, and I will find out.”
   “Son… You’re in a heap of trouble. You’d better tell 
  the truth and that’s a fact, because I can make things much, 
  much worse for you.”
  Nature: Judge. Archer doesn’t trust the Scions, 
  but he won’t move against them without good reason.
  Background: As a boy in Colorado, Archer Locke 
  learned how to shoot. The U.S. Marine Corps taught 
  him how to shoot well. Then Artemis revealed Archer’s 
  divine heritage and made him even better. Archer 
  Locke is the Scion of Deimos, a son (not Scion) of Ares 
  and a lesser member of the Dodekatheon. Artemis saw 
  potential in the young sniper and adopted him.
  Archer became an assassin for the Dodekatheon’s 
  agents for several years. The Battle of Thermopolis, 
  however, convinced Archer that he fought on the 
  wrong side of the Gods’ Axis War (see Chapter Six 
  of Scion Companion). He came out of the battle with 
  the Lasso of Zahhak and a major case of self-loathing. 
  Archer turned against the Dodekatheon and his 
  own Legend. He spent the last six decades or so as a 
  policeman, moving from one post to another so people 
  won’t notice he doesn’t age as fast as he should.
  For 16 years now, Archer has been a county 
  deputy in Wyoming. He outlasted three sheriffs but 
  never sought the office himself. Archer considered 
  leaving once he learned the history of the Fairdowns, 
  but believes he owes the Yazatas a debt of honor. 
  The Fairdowns don’t know it, but Archer Locke has 
  watched over both sides of the family, trying to shield 
  them all from the machinations of Fate and the Gods 
  and give them a shot at normal lives.
  Archer takes the abduction of Sunny seriously. He 
  doesn’t know enough about the Yazatas to understand 
  the exact significance of the hadhayosh, but he suspects 
  Sunny is a supernatural animal. As he makes his own 
  inquiries, Archer regrets letting go of his Legend for 
  the first time in more than 60 years. Then strangers 
  show up, asking their own questions… Do they serve 
  the Titans, the Gods or someone else? Are they after 
  the cattle-rustlers, the Fairdowns — or has Archer’s 
  own past caught up to him? He regards the Scions with 
  deep suspicion, because he knows that nothing good 
  can come from Siston’s becoming once more a nexus 
  of supernatural forces.
  Description: People often think Archer resembles 
  Clint Eastwood because of his bony, weathered face 
  and intimidating glare, though they really don’t look 
  that much alike. Archer doesn’t need to raise his voice 
  to make threats. He just gives people a bit of advice in 
  his quiet, somewhat raspy voice, and looks at them like 
  he’s measuring them for their coffins. People rarely see 
  him wearing anything but his deputy’s hat and crisp, if 
  often dusty, uniform. He could be any age from 40 to 
  60; he is actually well over 90, a fact he keeps from the 
  people around him.
  Storytelling Hints: Archer plays his cards close to 
  his chest. He knows the Scions aren’t telling him the 
  whole truth, so he suspects the worst of them. Only his 
  intrinsic fairness prevents him from running them into 
  jail or out of town; he settles for warning them not to 
  cause trouble, and watching them closely.
  ARCHER LOCKE
  Level: Hero
  Calling: Mysterious Lawman
  Nature: Judge
  
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  Pantheon: Dodekatheon
  Patron: Artemis
  Attributes: Strength 3, Dexterity 5, Stamina 4; 
  Charisma 3, Manipulation 4, Appearance 2; Perception 4, 
  Intelligence 3, Wits 4
  Virtues: Expression 1, Intellect 1, Valor 4, 
  Vengeance 3
  Abilities: Academics 1, Animal Ken 1, Athletics 3, 
  Awareness 4, Brawl 3, Command 2, Control (car) 2, 
  Control (horse) 1, Empathy 2, Fortitude 3, Integrity 3, 
  Investigation 4, Larceny 1, Marksmanship 5, Melee 1, 
  Occult 2, Politics 2, Presence 4, Stealth 3, Survival 3, 
  Thrown 1
  Birthrights: None
  Supernatural Powers:
  Epic Attributes: Epic Dexterity 1 (Shot to the Heart, 
  Trick Shooter, Untouchable Opponent, Whirlwind 
  Shield), Epic Manipulation 1 (Stench of Guilt, Takes 
  One to Know One), Epic Perception 1 (Predatory 
  Focus, Subliminal Warning, Supernal Hunter, 
  Telescopic Senses), Epic Stamina 1 (Extended Youth, 
  Self-Healing)
  Boons: Arete 1 (Awareness), Arete 1 (Fortitude), 
  Arete 1 (Investigation), Arete 1 (Marksmanship), 
  Assess Health, Mystery 1, Smoking Mirror
  Join Battle: 8
  Attacks:
  Clinch: 
  Speed 
  6, 
  Accuracy 
  8, 
  Damage 
  4B, 
  Parry DV —, P
  Unarmed, Heavy: Speed 5, Accuracy 7, Damage 7B, 
  Parry DV 4
  Unarmed, Light: Speed 4, Accuracy 9, Damage 4B, 
  Parry DV 6
  Peacemaker: Speed 5, Accuracy 12, Damage 5L, Range 20, 
  Clip 6
  Remington: Speed 6, Accuracy 13, Damage 8L, 
  Range 200, Clip 4
  Soak: 1A/3L/5B
  Health Levels: -0/-0/-0/-2/-2/-4/Incap
  Dodge DV: 7 
  Willpower: 7
  Legend: 2 
  Legend Points: 4
  Other Notes: Archer has no Relics, so he cannot use 
  his Boons. He once knew several other Boons, but lost 
  them as his Legend dropped.
  ZACHARY HAWK, 
  SPECTRAL VILLAIN
  Quotes: “I have an arrangement with a most charming 
  fellow. If he doesn’t hear from me once a week, he will 
  poison a school cafeteria. Now, are you sure you want to 
  fight me?”
  “Why? Because the world deserves it. Because I can.”
  “Death holds no terror for me. Really. How about 
  you?”
  Nature: Fanatic. The lust to torment the World 
  consumes Zachary.
  Background: Zachary wasn’t born a Scion or any 
  other creature of Legend. He was just plain bad — 
  and when a man sets out to do evil with all his heart, 
  there are creatures ready to give him power. In his 
  day, Zachary contested with heroes and demigods, and 
  sometimes he won.
  Though he was born in Ohio, Zachary joined the 
  Confederate army. When he saw the South would lose, 
  though, he donned Union blue to loot and burn some 
  fine plantation homes. With what he stole, Zachary set 
  himself up out West, selling liquor to the Indians and 
  opium to the Chinese railroad workers. That’s when 
  Zachary found the wider world of Gods and Titans, 
  and of course he chose the Titans’ side.
  The Titans were bound back then, but their spawn 
  and servants still had ways to call out dribs and drabs of 
  their power. Through these, Zachary Hawke became 
  as close to a devil in human form as ever walked the 
  Earth. He destroyed Jim Shade, took over the remnants 
  of the Scion’s business empire, and set out to ruin as 
  much of the World as he could.
  Zachary learned the legend of Zahhak and 
  embraced it. After all, Zahhak became master of the 
  World. Fate raised Treat Fairdown in response. The 
  devil-man and the Scion battled from Death Valley to 
  the Black Hills. Finally, Treat slew Zachary, collapsed 
  a mine on him and Zachary went to Duzakh.
  When the Titans escaped, Ahriman looked 
  through Duzakh for souls wicked enough to serve him, 
  and he found Zachary Hawk. When Zachary learned 
  the heirs of his nemesis lived and prospered, he begged 
  Ahriman for a chance to destroy them. Ahriman sent 
  Zachary’s spectre to claim and use Frazer Fairdown.
  Zachary knows that if his plan succeeds, Zahhak’s 
  spirit will swallow him like a rattler swallows a mouse. 
  This doesn’t bother him. Rather, Zachary sees it as his 
  apotheosis — and he won’t let some pipsqueak brats of 
  the Gods get in his way.
  Description: Zachary smiles a lot, though it never 
  reaches his eyes. Instead, folks who look in his squinting 
  eyes find phrases like “black pits of hell” popping into 
  their minds, and strong men shudder.
  People who can see ghosts see Zachary as he was 
  at the time of his death see a short fireplug of a man 
  with a fringe of short, gray hair around his bald pate. 
  His leather coat has rattlesnake leather trim, and he 
  wears a rattler-hide belt and hatband. Beneath his 
  clothes, his ghostly shoulders bear tattoos of a pair of 
  rattlesnakes as well. If he takes Frazer’s body without 
  raising Zahhak, he retains Frazer’s appearance with the 
  stats given in his character sheet. He buys a new coat, 
  belt and hatband.
  Storytelling Hints: Money matters a lot to Zachary, 
  but hurting people matters more. He is one of the 
  
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  most purely vicious people the Band will ever meet. If 
  there was any good in Zachary, he lost it long before 
  he died. Zachary is smooth, though. He likes to work 
  through minions — the way he works through Frazer 
  and Dave White — so they take the consequences if a 
  plan falls apart. He doesn’t hesitate to kill if he thinks 
  he can get away with it, even if he doesn’t need to do 
  it. Part of Zachary’s SOP is to threaten innocent lives 
  if his enemies don’t back off. If he doesn’t have such a 
  contingency plan, he bluffs and says he does. Zachary 
  carries out his threats. If he must fight while possessing 
  Frazer, Zachary wields an old cavalry saber and Frazer’s 
  revolver and rifle — but he prefers to use threats and 
  deception.
  Supernatural Powers:
  Inspire Hallucination: Zachary can create illusions 
  to frighten or manipulate the weak-willed. Spend one 
  of Zachary’s Legend points per target to be affected, 
  and then roll the spectre’s (Manipulation + Empathy 
  + Legend) in a contested roll against the victims’ 
  (Willpower + Integrity + Legend). Any witness whose 
  roll generates fewer successes absolutely believes in 
  Zachary’s illusion. Victims whose rolls generate equal 
  successes perceive the illusion but recognize it as a 
  mere phantasm. Victims whose rolls generate more 
  successes can’t see the illusion at all.
  Poltergeist’s Rage: By spending one Legend point, 
  Zachary can affect the World with his full Strength for 
  an entire scene. He can throw things, smash windows, 
  steal relics, pull the trigger of a gun while it’s still in 
  the holster, and more.
  Possess the Inanimate: Zachary can possess and control 
  an inanimate object. Roll Zachary’s (Manipulation + 
  Craft + Legend). The Storyteller sets the difficulty of 
  the roll based on the size and complexity of the object 
  or area to be controlled. A gun might require only a 
  single success, while possessing a car might require 
  three successes, and an entire decrepit mansion might 
  require six. The possessing spectre makes the object 
  perform any action that is normally possible for it, such 
  as opening or closing doors, putting a car into gear and 
  driving it around, operating any kind of machinery 
  unaided, and so on. Activities beyond the normal 
  scope of the item’s function, such as causing walls to 
  bleed or repairing damage to the item, require spending 
  one Legend point per “spooky” activity. Possess the 
  Inanimate costs a number of Legend points equal to 
  half the difficulty of the roll, rounded up. Zachary 
  remains in control of the object until he voluntarily 
  abandons his host or is driven out by some means, 
  whether supernatural power or cunning trickery.
  Possess the Living: Zachary can possess the body 
  of an animal or a mortal. This involves a contested 
  roll of Zachary’s (Manipulation + Presence + Legend) 
  against the target’s (Willpower + Integrity). If Zachary 
  gets more successes than the victim, his spirit enters 
  the target creature’s body and takes control of it. This 
  power automatically fails against any creature with 
  a Legend rating. Activating Possess the Living costs 
  a number of Legend points equal to the Integrity of 
  the target. Possession lasts until Zachary chooses to 
  leave his host or is driven out by some means, whether 
  supernatural power or cunning trickery.
  The possessed person soaks lethal damage as a 
  Scion, using Zachary’s Stamina. Zachary can channel 
  his Dexterity and combat Abilities through the 
  possessed person, too. The spectre can also make his 
  host perform “spooky” effects at a cost of one Legend 
  per effect. Examples include causing the host’s head to 
  twist around 180 degrees (with no harm to the host), 
  levitation, glowing eyes, and so on. (He is not likely to 
  use this aspect of his power, though, because he doesn’t 
  want to scare people — he wants to hurt people, and 
  make his victim take the rap for his crimes.) These 
  effects do not directly harm the host unless Zachary 
  so wishes. Any harm inflicted is automatically healed 
  if Zachary is expelled before killing the host. These 
  effects can never be used offensively against another 
  character.
  Time Warp: Zachary acts as a conduit for Zrvan’s 
  time-bending power. Within a square mile, he can 
  blend the present with the past. The interface is 
  unstable, so people and objects from different times 
  flicker in and out of existence relative to each other. 
  It is not actually possible to go back in time in this 
  manner, and people from different times cannot 
  physically affect each other. The time warp’s chief 
  utility is for ceremonies that can only be performed 
  at certain times: Zrvan makes it be the proper time. 
  This power is pure plot device, used when Ahriman 
  permits it.
  If Zachary resurrects himself but without merging 
  with Zahhak, he retains Inspire Hallucination and 
  Poltergeist’s Rage (affecting objects at a distance, 
  
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  whether hurling and breaking them or exerting fine 
  control). He also gains the following Scion-like 
  powers:
  Epic Attributes: Epic Dexterity 3 (Cat’s Grace, 
  Escape Artist, Roll with It, Trick Shooter), Epic 
  Stamina 3 (Damage Conversion, Extended Youth, 
  Regeneration, Self-Healing), Epic Manipulation 
  4 (Blurt it Out, God’s Honest, Hard Sell, Instant 
  Hypnosis, Overt Order, Stench of Guilt, Takes One to 
  Know One), Epic Wits 3 (Eternal Vigilance, Instant 
  Assessment, Monkey in the Middle)
  Boons: Magic 4 (if Zachary can obtain a suitable 
  relic)
  Spells: Ariadne’s Thread, Unlidded Eye; Evil Eye, 
  Trading Fates; Deus Ex Machina, Demand a Labor; 
  Fateful Connection
  Aionic Template: As described on p. 33, but instead 
  of costing Legend to turn off, Zachary must pay one 
  Legend to activate the template for a scene.
  ZACHARY HAWK (SPECTRE)
  Calling: Evil Mastermind
  Nature: Fanatic
  Pantheon:
  Patron:
  Attributes: Strength 3, Dexterity 4, Stamina 4; 
  Charisma 3, Manipulation 5, Appearance 2; Perception 3, 
  Intelligence 3, Wits 4
  Virtues: Ambition 4, Malice 3, Rapacity 1, Zealotry 4
  Abilities: Academics 2, Animal Ken 1, Athletics 3, 
  Awareness 4, Brawl 2, Command 4, Control (horse) 3, 
  Control (stagecoach/automobile) 2, Control (train) 1, 
  Craft (implements of pain and bondage) 3, Empathy 1, 
  Fortitude 3, Integrity 4, Investigation 4, Larceny 3, 
  Marksmanship 5, Medicine 1, Melee 5, Occult 4, 
  Politics 4, Presence 5, Science 1, Stealth 2, Survival 3, 
  Thrown 2
  Supernatural Powers:
  Spectral Powers: Induce Hallucination, Poltergeist’s 
  Rage, Possess the Inanimate, Possess the Living
  Join Battle: 8
  Attacks:
  Clinch: Accuracy 6, Damage 4B, Parry DV —, 
  Speed 6, P
  Unarmed, Heavy: Accuracy 5, Damage 7B, Parry DV 2, 
  Speed 5
  Unarmed, Light: Accuracy 7, Damage 4B, Parry DV 4, 
  Speed 4
  Cavalry Saber: Accuracy 10, Damage 8L, Parry DV 10, 
  Speed 4
  Peacemaker: Accuracy 11, Damage 5L, Range 20, Clip 6, 
  Speed 5, P
  Remington: Accuracy 12, Damage 8L, Range 200, Clip 4, 
  Speed 6, P
  Soak: 2L/4B (Bulletproof Vest +2L/2B, Fatigue 1, B)
  Health Levels: -0/-1/-1/-2/-2/-4/Incap
  Dodge DV: 6 
  Willpower: 8
  Legend: 5 
  Legend Points: 25
  ZACHARY HAWK (RESURRECTED)
  Calling: Evil Mastermind
  Nature: Fanatic
  Pantheon:
  Patron:
  Attributes: Strength 3, Dexterity 4, Stamina 4; 
  Charisma 3, Manipulation 5, Appearance 2; Perception 3, 
  Intelligence 3, Wits 4
  Virtues: Ambition 4, Malice 3, Rapacity 1, Zealotry 4
  Abilities: Academics 2, Animal Ken 1, Athletics 3, 
  Awareness 4, Brawl 2, Command 4, Control (horse) 3, 
  Control (stagecoach) 2, Control (train) 1, Craft 
  (implements of pain and bondage) 3, Empathy 1, 
  Fortitude 3, Integrity 4, Investigation 4, Larceny 3, 
  Marksmanship 5, Medicine 1, Melee 5, Occult 4, 
  Politics 4, Presence 5, Science 1, Stealth 2, Survival 3, 
  Thrown 2
  Supernatural Powers:
  Epic Attributes: Epic Dexterity 3 (Cat’s Grace, Escape 
  Artist, Roll with It, Trick Shooter), Epic Manipulation 4 
  (Blurt it Out, God’s Honest, Hard Sell, Instant 
  Hypnosis, Overt Order, Stench of Guilt, Takes One 
  to Know One), Epic Stamina 3 (Damage Conversion, 
  Extended Youth, Regeneration, Self-Healing), Epic 
  Wits 3 (Eternal Vigilance, Instant Assessment, 
  Monkey in the Middle)
  Boons: Magic 4 (if Zachary can obtain a suitable 
  relic)
  Spells: Ariadne’s Thread, Unlidded Eye; Evil Eye, 
  Trading Fates; Deus Ex Machina, Demand a Labor; 
  Fateful Connection
  Spectral Powers: Induce Hallucination, Poltergeist’s 
  Rage
  Aionic Template: See p. 33.
  Join Battle: 8
  Attacks:
  Clinch: Accuracy 6, Damage 4B, Parry DV —, 
  Speed 6, P
  Unarmed, Heavy: Accuracy 5, Damage 7B, Parry DV 6, 
  Speed 5
  Unarmed, Light: Accuracy 7, Damage 4B, Parry DV 8, 
  Speed 4
  Cavalry Saber: Accuracy 10, Damage 8L, Parry DV 14, 
  Speed 4
  Peacemaker: Accuracy 11, Damage 5L, Range 20, Clip 6, 
  Speed 5, P
  Remington: Accuracy 12, Damage 8L, Range 200, Clip 4, 
  Speed 6, P
  Soak: 
  3A/6L/8B 
  (Bulletproof 
  Vest 
  +2L/2B, 
  Fatigue 1, B)
  Health Levels: -0/-0/-0/-0/-0/-0/Incap
  
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  Dodge DV: 10 
  Willpower: 8
  Legend: 5 
  Legend Points: 25
  DAVE WHITE, 
  AMBITIOUS DEEV
  Quotes: “Beg for your life, God-brat! Beg!”
  “This is my lucky strike. My big chance to make the 
  name of the White Demon honored again. I won’t let you 
  stop me.”
  “Okay, you got me. Are you going to just kill me… 
  or make a deal? Because I know things about the Titans 
  and their servants. Things about the Gods, too, that your 
  parents will never tell you. But I will — if you let me live 
  and let me go.”
  Nature: Rogue. Dave White cares for little besides 
  his own advantage.
  Background: “Dave White” is a deev, one of the 
  demons of Persian mythology. He descends from the 
  White Demon that captured a King of Persia and 
  whom Rustam defeated. The White Demon was a 
  king among deevs, but his defeat and death brought 
  disgrace upon his entire line. Dave intends to avenge 
  that long-ago defeat by performing some spectacular 
  service for the Titans. If he can humiliate and kill 
  Scions in the process, even better — especially if 
  they’re Yazata Scions.
  Unlike the giants he resembles, Dave has a 
  cunning mind steeped in both arcane lore and 
  knowledge of the modern World. He makes an 
  excellent lieutenant: Dave has the skills to recruit 
  minions and oversee the details of complex plans. 
  While he has no supernatural powers beyond those 
  intrinsic to deevs, he can perform ceremonies designed 
  by other servants to channel the Titans’ power into 
  the World. Dave recruited the cattle-rustlers, saw to 
  their transformation into Horsemen (though he did 
  not do this himself), and assisted Zachary in the rites 
  to initiate the time distortions.
  Description: To mortal eyes, Dave looks like a 
  hugely-muscled, hairy brute of a man. Scions and 
  other creatures of Legend see his tusks and pelt. Dave 
  is somewhat unusual among deevs for his pale blonde 
  hue. He customarily wears blue jeans, work boots and 
  tank tops. A broad leather belt carries the holster 
  and extra clips for his submachine gun. He keeps a 
  huge, cleaver-like knife strapped to his back; treat it 
  as a skeggox. His ice-blue eyes glitter with malice and 
  his mouth is fixed in a sadistic sneer — when he isn’t 
  roaring with rage.
  Storytelling Hints: Dave White wants to hurt 
  Scions, but he’s a coward. He’ll never challenge 
  anyone to a fair fight; his style is to sneak up (possibly 
  in the form of a dog or vulture) and attack from 
  behind. Dave also likes having minions to take the 
  brunt of any counterattack. Once a fight starts, Dave 
  doesn’t want to leave without getting a few good licks 
  in against a Scion. He can abandon the fight only 
  after failing an Ambition roll, since he sees killing a 
  Scion as a route back to respect from his fellow deevs. 
  Only if Dave faces superior numbers or clearly superior 
  combat prowess does he spend the Willpower point to 
  resist his Dark Virtues and flee. Dave also makes no 
  secret of his desire to kill Scions and restore the honor 
  of his lineage.
  Supernatural Powers:
  Epic Attributes: Epic Dexterity 1 (Trick Shooter), 
  Epic Intelligence 1 (Fight With Your Head, see Scion: 
  Ragnarok, p. 34), Epic Stamina 3 (Damage Conversion, 
  Self-Healing, Solipsistic Well-Being), Epic Strength 3 
  (Crushing Grip, Holy Rampage, Knockback Attack).
  Boons: Animal Communication (Cougar, Dog, 
  Vulture), Animal Command, Animal Aspect. Cougar 
  Aspect gives Dave +2 for Dexterity roll; Dog Aspect 
  grants +2 on Perception-based rolls; and Vulture 
  Aspect gives him +2 on Stamina rolls.
  Shapeshifting: Dave White can take the forms of a 
  cougar, a mongrel dog with pale, yellow-white fur or 
  a vulture. He uses cougar form to kill without being 
  recognized, dog form to spy on the Scions, and vulture 
  form to escape from confrontations he doesn’t think 
  he can win.
  DAVE WHITE
  Level: Hero
  Calling: Ahriman’s Arranger
  Nature: Rogue
  Pantheon:
  God: 
  Attributes: Strength 6, Dexterity 3, Stamina 5; 
  Charisma 2, Manipulation 2, Appearance 0(5); 
  Perception 2, Intelligence 3, Wits 2
  Virtues: Ambition 3, Malice 2, Rapacity 1, Zealotry 3
  
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  Abilities: Academics 2, Animal Ken 2, Athletics 3, 
  Awareness 4, Brawl 4, Command 3, Control (Truck) 1, 
  Fortitude 4, Integrity 2, Investigation 1, Larceny 2, 
  Marksmanship 4, Melee 4, Occult 2, Politics 3, 
  Presence 4, Survival 2, Thrown 2
  Birthrights: None
  Supernatural Powers:
  Knacks: Crushing Grip, Damage Conversion, Fight 
  With Your Head, Holy Rampage, Knockback Attack, 
  Self-Healing, Solipsistic Well-Being, Trick Shooter
  Boons: Animal Aspect, Animal Command, Animal 
  Communication, Shapeshifting (cougar, dog, vulture)
  Join Battle: 6
  Attacks:
  Clinch: Accuracy 7, Damage 7B/L, Parry DV —, 
  Speed 6, P
  Unarmed, Heavy: Accuracy 6, Damage 10B, Parry DV 3, 
  Speed 5
  Unarmed, Light: Accuracy 8, Damage 7B, Parry DV 4, 
  Speed 4
  BIG Machete: Accuracy 8, Damage 13L, Parry DV 4, 
  Speed 5
  H&K MP5: Accuracy 7, Damage 4L, Range 30, 
  Speed 5, P
  Soak: 3A/7L/9B
  Health Levels: -0/-0/-0/-0/-0/-1/-1/-1/-1/-1/-2/-2/-2/
  -4/Incap
  Dodge DV: 5 
  Willpower: 6
  Legend: 4 
  Legend Points: 16
  THE HORSEMEN
  Quotes: “You wanna fight? Let’s fight! We will paint 
  this town red with your blood!”
  “Hehey, little lady, let me take you for a RIDE!”
  “YEEEEHAW!”
  Nature: Rogue. Horsemen try to grab whatever 
  they want, kill anyone who gets in their way, and don’t 
  give a damn about consequences.
  Background: Greek legend described the centaurs 
  as a race of beings with upper bodies of men attached 
  at the waist to the bodies of horses. Centaurs sprang 
  from the union of the mortal Ixion with a cloud that 
  Zeus shaped into the form of Hera in order to test 
  Ixion’s morals. For attempting to cuckold the king 
  of the Dodekatheon, Zeus cast Ixion into Tartarus 
  and bound him to a flaming wheel that would spin 
  for all eternity.
  Ixion, however, was actually a Scion of Ares. He 
  betrayed the Gods to serve the Titans. The Titans gave 
  Ixion the power to reshape life and to combine the 
  characteristics of man and beast into titanspawn. Ixion 
  used this power to create the original centaurs from a 
  group of rough bandits he encountered in Thessaly, 
  crudely binding the bandits directly to their steeds 
  and then sending them out as his agents of chaos. The 
  Gods eventually slew most of the centaurs, and then 
  condemned Ixion to Tartarus with his masters. Ixion 
  escaped along with the Titans, however, and promptly 
  picked up where he’d left off. People in the modern, 
  developed World don’t ride horses much, but Ixion 
  found modern bandits who resemble the roaming 
  equestrian thugs he turned into the first centaurs: 
  motorcycle gangs.
  Ixion created several groups of latter-day centaurs 
  by fusing bikers with their machines. He started with 
  a group that the Hell’s Angels kicked out for excessive 
  (and stupid) brutality, who called themselves the 
  Horsemen after the biblical Four Horsemen of the 
  Apocalypse. The half-surgical, half-occult conversion 
  process is incredibly painful and generally drives the 
  bikers insane. Ixion’s creations now roam the highways 
  and roads of the Southwest, looking for drugs, liquor, 
  women or anything else to take their minds off the 
  horror of their existence. When Zachary needed some 
  tough, vicious and expendable minions for his plan, 
  Dave White guided him to Ixion. The traitor Scion 
  converted a small gang of petty criminals and cattle-
  rustlers … and Frazer’s angry son Jonas.
  Description: 
  Zachary has twice as many 
  Horsemen as the number of Scions in the Band. The 
  “centaurs” of the Horsemen consist of a human torso 
  physically attached to a motorcycle. Ixion considers 
  himself an artist, so the point of connection varies. 
  Some cycle-centaurs connect to their bikes at the gas 
  tank while others do so at the bike’s seat. Thanks to 
  Ixion’s magic, the motorcycles never need gas, but 
  they do need occasional repairs. At that point, the 
  gang simply rounds up mortal servants to perform 
  any maintenance that the centaurs cannot perform 
  themselves. The Horsemen typically kill their servants 
  after repairs, though the crazed centaurs occasionally 
  release a few or keep one alive as a prisoner of the 
  gang. The Horsemen still need to eat, breathe and 
  sleep as mortals do.
  Roleplaying Hints: While each Horseman has 
  his own quirks, they are all complete maniacs and 
  murderous sociopaths. They don’t want to die, but 
  don’t particularly care about living, either. Horsemen 
  
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  attempt crazy stunts like popping a wheelie in hopes 
  they can drive up and over an oncoming car, or 
  throwing together an improvised ramp to jump to 
  the roof of a building, then jumping down to crash 
  onto a foe. While they aren’t smart enough to take 
  hostages, a Horseman might be distracted from a fight 
  by a chance to chase and terrorize a fleeing, screaming 
  mortal. When the Horsemen attack Siston, they shoot 
  or strike at mortals if no Scion presents an alternative 
  target. A motorcycle-riding Scion, of course, becomes 
  their principle target: They want to see who’s the 
  baddest badass biker.
  Supernatural Powers:
  Epic Attributes: Epic Dexterity 1 (Easy Rider—This 
  Knack is unique to the Horsemen and totally negates 
  any Brawl, Melee or Marksmanship penalties any 
  Horseman might face for being grafted to a Harley-
  Davidson chopper), Epic Perception 1 (Predatory 
  Focus), Epic Wits 1 (Opening Gambit)
  Speed Bonus: Motorized centaurs can move 
  very quickly when they have room to maneuver. 
  A Horseman’s Speed is multiplied by 10 except 
  in enclosed spaces. Horsemen substitute Control 
  for Athletics when calculating Dodge DV and 
  substitute Control for Athletics on all movement-
  related rolls.
  Trophy: If a Horseman’s gas tank is removed 
  and then attached to another bike by someone with 
  Arete (Craft), the second bike will no longer require 
  gasoline. It is impossible to remove the gas tank from a 
  centaur while he is still alive. Also, each centaur carries 
  one (and only one) article of clothing bearing the 
  Harley-Davidson logo. A Scion who takes this article 
  of clothing from a slain centaur and wears it gains a 
  one-die bonus on all rolls pertaining to maintaining or 
  operating a motorcycle. A Scion can benefit from only 
  one such talisman at a time. Taking a centaur’s Harley-
  Davidson talisman will not kill him but will cause the 
  rest of the gang to expel him from their number until 
  he recovers what he has lost.
  THE HORSEMEN
  Level: Hero
  Calling: Rampaging Mooks
  Nature: Rogue
  Pantheon:
  God:
  Attributes: Strength 4, Dexterity 4, Stamina 3; 
  Charisma 2, Manipulation 2, Appearance 2; Perception 3, 
  Intelligence 2, Wits 3
  Virtues: Ambition 1, Malice 3, Rapacity 3, Zealotry 1
  Abilities: Athletics 3, Awareness 3, Brawl 3, Control 5, 
  Fortitude 3, Larceny 3, Marksmanship 3, Melee 3, 
  Survival 2
  Supernatural Powers:
  Knacks: Easy Rider, Opening Gambit, Predatory 
  Focus
  Join Battle: 6
  Attacks:
  Clinch: Accuracy 7, Damage 5B, Parry DV —, 
  Speed 6, P
  Unarmed, Heavy: Accuracy 6, Damage 8B, Parry DV 4, 
  Speed 5
  Unarmed, Light: Accuracy 8, Damage 5B, Parry DV 5, 
  Speed 4
  Chain Saw: Accuracy 5, Damage 10L, Parry DV 3, 
  Speed 5, P
  Iron Wrench: Accuracy 7, Damage 6B, Parry DV 3, 
  Speed 5
  Desert Eagle: Accuracy 7, Damage 6L, Range 50, 
  Speed 5, P
  Soak: 2L/5B (Biker gear, +0L/2B)
  Health Levels: -0/-0/-0/-1/-1/-1/-2/-2/-2/-4/Incap
  Dodge DV: 7 
  Willpower: 4
  Legend: 2 
  Legend Points: 4
  
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  deed. A local lawman also takes notice of strangers 
  horning in on his turf.
  Siston is a small town in the southeastern corner 
  of Wyoming, on Horse Creek in Laramie County. 
  The Great Plains and Platte River lie to the east; the 
  Laramie Range of the Rockies rises to the west. Only 
  about 1,000 people live in and around Siston; young 
  people often leave for city jobs and don’t come back. 
  The Bar I and Lazy T are the largest ranches in the 
  area, but not the only ones.
  STORY FLOWCHART
  STORY FLOWCHART
  The God, the Bad and the Ugly has a simple, linear plot with a few potential detours. The characters 
  start by meeting important local folk and asking questions in “The Strangers Rode Into Town.” Trouble 
  then comes looking for them when the Horsemen attack the town in “Outlaws!” If the Scions capture 
  a Horseman, they can try to gain information in “Interrogation,” but this scene is optional and not 
  necessary to the plot. Tension rises with Deputy Locke’s murder in “The Vice of Killing,” but the Scions 
  receive the ﬁ nal clues they need. After that, nothing’s left but the “Showdown” against the bad guys.
  At any time up to the ﬁ nal scene, though, you can splice in one of the strange interludes from 
  “Mirages of Time.” The Scions can also return brieﬂ y to “A Stranger Rode Into Town” as they ask further 
  questions, until the story reaches its climax.
  INTERROGATION
  [ M••   P—   S••• ]
  THE STRANGERS 
  RODE INTO TOWN
  [ M•   P•   S•• ]
  MIRAGES OF TIME
  [ M••   P—   S— ]
  OUTLAWS!
  [ M•••   P•••   S• ]
  THE VICE OF 
  KILLING
  [ M•   P—   S• ]
  SHOWDOWN
  [ M•   P••••   S— ]
  Scene
  THE STRANGERS RODE INTO TOWN
  MENTAL •      PHYSICAL •     SOCIAL • •
  OVERVIEW
  Since the Scions’ informants left out many 
  pertinent details in their warning, the Band’s first step 
  is to find who had their cattle stolen and generally work 
  out who are the important people. Such investigation 
  would be easy even for mere mortals. The Scions soon 
  learn that the abduction of the bull Sunny might be 
  the latest episode in a long feud between two ranching 
  families — except, each side thinks the other did the 
  
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  The Band can question a number of people, but 
  the most immediately relevant are Frazer Fairdown, 
  owner of the Lazy T ranch and the stolen cattle; Rusty 
  Fairdown, a hot-headed member of the Bar I branch of 
  the Fairdown family; and local lawman Deputy Archer 
  Locke. The Scions can also talk to random townsfolk 
  for background (the No Bull Saloon is a good place), 
  and an old lady of the Siston Historical Society for 
  background research.
  DESCRIPTION
  ENTERING SISTON
  Siston’s downtown is about four blocks square, with a 
  patchwork of homes and storefronts. Many buildings look 
  decades old, and many seem vacant. A few businesses 
  have Western kitsch false fronts, but most of them look 
  like ordinary one-story boxes. Starbuck’s and McDonald’s 
  have reached the faded little town. Away from the little 
  downtown, a few paved roads wander off between scattered 
  houses before heading toward bigger towns. Hard-packed 
  dirt roads split off from them to wind through the hills 
  between the miles of barbed wire fence. One bridge crosses 
  the shining line of Horse Creek. In every direction, cattle 
  graze on the green-brown plainas and hills.
  THE NO BULL SALOON
  The sign has the circle-and-slash across the rear end of 
  a cartoon cow. Inside, it’s a blend of a Western bar and 
  a sports bar. A big screen TV shows football, while the 
  middle-aged bartender and lone waitress wear cowboy hats 
  and fringed vests. Pictures of prize cattle and star athletes 
  vie for space on the wall. Posters celebrate the Denver 
  Broncos and Wyoming Cowboys. The evenly-spaced 
  barstools are bolted to the floor. There are no tables, but 
  booths run along two opposite walls. The people sitting in 
  the booths occasionally glance across the room in a distinctly 
  unfriendly manner.
  STORYTELLER GOALS
  Introduce the mystery of who took Sunny, and 
  show the rivalry between the branches of the Fairdown 
  family.
  CHARACTER GOALS
  Find what’s going on. Why do the Gods think this 
  podunk town matters?
  ACTIONS
  Mostly, the characters just talk to people. Some 
  of this can be handled through narration: It’s no 
  challenge to find out who had cattle stolen (everyone 
  in town knows), or where to find people who might 
  have significant information. Only four encounters 
  present any challenge: Frazer Fairdown, because he’s 
  so unpleasant; the sports bar, because a fight might 
  break out; Deputy Locke, because he’s suspicious of 
  strangers playing detective; and the Siston Historical 
  Society, because characters must think to ask the right 
  questions.
  ROUTINE INQUIRIES
  Siston’s folk aren’t especially friendly to out-of-
  towners, but they aren’t particularly hostile, either. 
  A simple success on a ([Charisma or Manipulation] 
  + Investigation) roll gets them talking freely about 
  the cattle-rustling, the Fairdowns and other local 
  subjects.
  • Cattle-rustling is not unheard of in the modern 
  West. A prize beef cow can be worth an awful lot of 
  money. Especially a Fairdown cow: their stud bulls are 
  worth as much as a house... each.
  • The Fairdowns have been part of Siston from 
  the beginning. They’ve generally been viewed as 
  community leaders, even though the two branches 
  of the family have fought for as long as anyone can 
  remember.
  • The best place to meet people from the two 
  ranches is the No Bull Saloon.
  • Siston has a historical society. Well, sort of.
  THE NO BULL SALOON
  Anyone who talks to Frank the bartender or Suzie 
  the waitress about cattle-rustling or the Fairdowns 
  soon attracts the notice of the people in the booths. 
  People on one side work for the Bar I, or have friends 
  who do. Lazy T sympathizers sit on the other side. Lazy 
  T patrons quickly say that the Bar I stole the cattle. 
  Bar I patrons object, profanely. Unless the Scions act 
  to defuse the situation, a fistfight breaks out. It’s clear 
  that the best fighter is a black-haired, quite handsome 
  man in his 20s: Rusty Samson.
  Dice Pool: Manipulation + Empathy, difficulty 2
  Action: Instant
  Hindrances: None
  Help: Buying everyone drinks reduces the difficulty 
  to 1.
  Roll Results
  Botch: The Scions manage to offend both sides 
  and become the focus of their ire. Deputy Locke 
  arrives and arrests the Scions as troublemakers, as the 
  quickest and easiest way to get them out of the bar 
  without further damage.
  Failure: A fight breaks out. The Scions suddenly 
  understand why all the furniture is bolted to the floor. 
  Suzie dashes behind the bar while Frank pulls down a 
  protective metal screen. If they join the fight and beat 
  up everyone else in the bar, though, they find Rusty is 
  the last man standing. He respects them.
  Success: People give each other the stink-eye, but 
  no violence occurs. Bar I patrons point out Rusty as a 
  member of the Fairdown family; they clearly view him 
  as a leader. Rusty insists that neither he nor anyone 
  else from the Bar I would steal cattle — though he 
  
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  also says that Sunny is “as much ours as Frazer 
  Fairdown’s.” He visibly realizes that he’s said too 
  much. Unless the characters stop him, he hastily 
  pays his tab and leaves the bar.
  FRAZER FAIRDOWN
  Since the stolen cattle belonged to Frazer 
  Fairdown, the Scions may want to talk to him. 
  This takes some effort, though it’s easy to find 
  him at home or at his office in Cheyenne. 
  Frazer is a busy man and does not want to waste 
  time on strangers. The band has little chance 
  of speaking with him unless they employ 
  Social Knacks. Then, they find him curt and 
  suspicious.
  Dice Pool: (Charisma or Manipulation) + 
  (Politics or Presence), difficulty 4
  Action: Instant
  Hindrances: 
  None 
  but 
  Frazer’s 
  own 
  cantankerous nature.
  Help: Law enforcement badges, however out-
  of-jurisdiction, give characters some legitimacy. 
  Reduce the roll’s difficulty to 2.
  Roll Results
  Botch: Frazer misinterprets whatever the 
  characters say, and in the worst possible way. For 
  instance, if the Scions protest that they want to 
  help him, he thinks this is an oblique way of 
  demanding a ransom. He yells at them to get out 
  and sics the police on the Band.
  Failure: Frazer is rude and uncooperative. 
  At most, he tells the Scions to talk to the cops. 
  The Band gives up, or must literally force him 
  to answer their questions, in ways that (again) 
  likely get Frazer siccing the cops on them.
  Success: Frazer still growls that he gave 
  the Sheriff’s office a complete statement, but 
  he repeats the details anyway: The rustlers 
  struck four nights ago around 2 a.m. They 
  cut a barbed-wire fence to get onto his land 
  with a truck and motorcycles (judging from 
  the tracks). Not only did they take two of his 
  beef cattle off the range, they broke into his 
  barn and stole Sunny, his best stud. Frazer 
  suspects the rustlers had inside help because 
  they opened the barn door using the keypad. 
  However, he also thinks the Bar I Fairdowns 
  were behind it all — those snakes have wanted 
  Sunny for a long time.
  Frazer draws the line at letting the 
  characters onto his land to view the scene of 
  the crime. Deputy Locke has seen it already, 
  and if Deputy Locke can’t follow the trail, no 
  one can. Since the rustlers headed straight for 
  the nearest paved road, apparently the deputy 
  was thwarted.
  
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  Roll Results
  Botch: A character says something that reveals 
  they are Scions. Locke gets very still. Everyone has a 
  distinct feeling they are about to die. Then, Locke tells 
  them, quietly, that he has no further questions. They 
  can go. But, he will be watching them.
  Thanks to his Epic Attributes, Locke does not 
  botch.
  Failure: A character lets slip something about 
  their mission that doesn’t jibe with whatever story 
  they gave Locke. He calls them on it. Three failures 
  have the same result as a botch.
  Success: The characters give Locke a plausible 
  story that he can’t pick apart. He still might feel they 
  were lying about something — in which case he thanks 
  the characters for their time and sends them on their 
  way.
  Conversely, the Band can possibly gain details 
  about the cattle-rustling from Locke. The most unusual 
  detail they might obtain is that Locke could not follow 
  the rustlers, and that seems to disturb him deeply. Most 
  people would accept that you can’t track vehicles on a 
  road hours later, but Locke apparently does not.
  THE SISTON HISTORICAL SOCIETY
  The Society turns out to be a room in Siston’s small, 
  elderly and dilapidated town hall, next to the room 
  that holds the town library. A small, elderly woman in 
  a shawl, Mrs. Maunder, runs both. She gladly talks to 
  anyone about the town history, so characters merely 
  need to think of what to ask. There is no roll for this, 
  except for a (Perception + Investigation) to recognize 
  when she says or shows them something whose 
  importance she does not understand.
  • Treat Fairdown: Mrs. Maunder knows all about 
  Treat Fairdown’s role in founding Siston, his dividing 
  his ranch among his three sons, and the subsequent 
  conflicts among them — including that two sons, 
  Torrance and Sal, were widely believed to have 
  murdered the third son, Ira, though there was no trial. 
  A few stiffly-posed sepia-toned photographs show that 
  Treat Fairdown looked a lot like an older version of 
  Rusty Samson, and must have been very strong in his 
  youth. Perceptive characters might notice that Treat’s 
  bull-headed walking stick is stout enough to serve as 
  a weapon.
  • The Walking Stick: This item is part of the 
  Society’s collection. The bull’s head handle has a 
  sunburst engraved on its forehead. It has a lot more 
  heft than it should. It is also a Relic, the Mace of 
  Feridoun (see p. 43), but not available for just anyone 
  to claim. Examining it using The Unlidded Eye 
  shows that the Relic bears a spell connecting it to the 
  Fairdown family. If Rusty Fairdown picks up the mace, 
  he receives a vision from his divine father Vahram — 
  his Visitation.
  KAY FAIRDOWN
  KAY FAIRDOWN
  The Band may also want to speak to Kay 
  Fairdown, the new owner of the Bar I ranch. 
  He inherited the ranch as a minor, after the 
  tragic and separate deaths of his parents. 
  Having just ﬁ nished business school, he 
  is anxious to prove himself a ﬁ t steward of 
  his inheritance.
  Kay is just a few years older that his cousin 
  Rusty, and the family resemblance is strong. 
  Kay, however, is slender, quiet but affable, 
  and a bit cerebral. He treats the Band with 
  courtesy (and actual friendliness if they 
  come with Rusty’s recommendation) and 
  answers all questions honestly — though he 
  does ask why the Band is interested in the 
  Fairdowns and their stolen cattle. The only 
  secret he tries to keep is that one of the cattle 
  is supernatural.
  Kay is reasonably ﬁ t, but no ﬁ ghter; smart 
  and perceptive, but also trusting and eager 
  to please. In any opposed roll to outwit, 
  persuade, browbeat or sense evasion in Kay, 
  give him a pool of 6 dice.
  THE LAW
  In these parts, the law consists of the county 
  sheriff and his deputies. Deputy Locke came out from 
  Cheyenne to take statements about the cattle theft, and 
  he’s still in town. Scions who talk to Locke (whether 
  trying to see the police reports or because of Frazer or a 
  bar fight) find the aging deputy crisply professional… 
  but keen on finding out who they are, and why they 
  are in town. And, he’s very good at his job.
  Dice Pool: (Manipulation + Integrity) versus 
  (Manipulation + Investigation) or (Perception + 
  Investigation), as applicable. Use the same dice pools 
  if the characters try to pump Locke for information, 
  except that they do the Investigation and he defends 
  with Integrity.
  Action: Instant; contested. Characters do not get 
  a teamwork bonus.
  Hindrances: Locke has Epic Manipulation, Epic 
  Perception and Arete (Investigation) — not much, but 
  some — as well as Knacks that tell him when people 
  lie or hold back the truth.
  Help: The characters are, in fact, innocent of any 
  lawbreaking in town, so Locke has few if any grounds 
  to hold them. If they have committed crimes, they are 
  in far greater trouble.
  
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  • Fairdown Cattle: Both ranches win prizes in state 
  fairs and other competitions with disgusting regularity. 
  First the Bar I wins most of the prizes for a decade or 
  two, then the Lazy T, then the Bar I again. All the 
  cattle have the sunburst-like blaze on the forehead. 
  Various news stories include photos of the Fairdown 
  herds, and two mention their stud. The (Perception 
  + Investigation) roll is difficulty 2 to notice that the 
  same bull appears in two photos… 30 years apart. Not 
  very similar bulls, the exact same bull, with an unusual 
  reddish coat that is quite unlike the Fairdown’s other 
  cattle, but with the white sunburst on its forehead.
  CONSEQUENCES
  Scions with the Magic, Mystery or Prophecy 
  purviews find them unhelpful. Ahriman takes a 
  personal interest in Siston, and focuses Zrvan’s power 
  to occlude supernatural attempts to find Sunny or 
  reveal who’s behind the cattle rustling. For instance, 
  Mystery can reveal that the rustlers work for someone 
  else, but attempts to identify the “someone else” 
  result in cryptic evasions such as, “One who does not 
  know himself” (Frazer does not know about Zachary’s 
  possession). Attempts to divine Sunny’s location 
  give answers such as “Not in this world, in this time.” 
  Ariadne’s Thread, or similar location spells, flat-out 
  fail (although the Storyteller might decide that the 
  Scion can determine that something is interfering 
  with their magic). Still, characters learn that powerful 
  forces prompted the cattle theft and oppose attempts 
  to solve the crime.
  The Scions do not need to speak to significant 
  people in any particular order. They might revisit this 
  scene to ask further questions. The Siston Historical 
  Society is particularly valuable for details about Treat 
  Fairdown and the region’s past.
  For instance, once the Scions think to look for 
  significant places in the area, Mrs. Maunder can tell 
  them that before Siston, there was a mining camp 
  called Salem Rock in the mountains about 10 miles 
  away. She even has a map showing its location, and 
  an account of the camp’s abandonment. The silver 
  mine in Salem Rock suffered a disastrous collapse in 
  1893 that killed about two dozen people including 
  its owner, the then-famous magnate Zachary Hawk. 
  A book of Wyoming state history includes a photo of 
  Zachary Hawk: Anyone who saw the photo can then 
  recognize the spectre.
  The Band might also want to revisit Frazer, Rusty 
  or some other Fairdown in hopes of confirming that 
  Sunny the bull is supernatural. Every adult in the 
  divided family knows this, but they keep it strictly 
  secret. Without compulsion from Knacks or other 
  supernatural powers, they only admit that Sunny is 
  immortal if the characters show they already know 
  a lot about Sunny, or with a remarkable success (5+ 
  successes) on a Social roll. However, the Fairdowns do 
  not specifically know that Sunny is a hadhayosh, or 
  the bull’s various supernatural abilities.
  Scene
  MIRAGES OF TIME
  MENTAL ••      PHYSICAL —     SOCIAL —
  The Scions are not the only people who experience 
  these time-shifts. Mere mortals, though, do not 
  understand what happened to them.
  DESCRIPTION
  HISTORICAL RE-ENACTMENT, 
  NO DOUBT
  One Siston resident talks to another: “Do you know if 
  there’s some sort of historical thing going on? I was driving 
  up from Cheyenne and saw a covered wagon about a 
  hundred feet off the road. Looked very real. The people 
  even had period costume.”
  Later, out in the countryside, the Scions encounter 
  a covered wagon full of settlers. The man who drives 
  the horses hails them and says, “Good day… strangers? 
  Does this road lead to Salem Rock? I hear there’s work 
  there, but I’m… lost. Everything is strange.” And then 
  the wagon fades away.
  OVERVIEW
  This scene has no definite place in the scenario. 
  Rather, characters encounter people pulled out of the 
  past in the course of their other activities. Zachary’s 
  ritual doesn’t just warp time: If he succeeds, he 
  bridges millennia and tears a breach between life and 
  death on an epic scale. The mere potential of this 
  blasphemy against Time sends foreshocks into the 
  past. The Titan Zrvan cannot reverse time or travel 
  in time, but it can pull moments from the past into 
  the present. The result is that people from the past 
  briefly appear around Siston, before vanishing back 
  into their own times. Some people come from the 
  Old West, the time of Treat Fairdown and Zachary 
  Hawk. Others come from much further back — from 
  ancient Persia and from Native American times of 
  legend. Examples follow.
  
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  MAN ON HORSEBACK
  A dappled stallion appears, bearing a man dressed in 
  polished mail, a brightly hued surcoat and a pointy helmet 
  with a plume. He exclaims as his horse rears in surprise, 
  but keeps his seat in the saddle. He even manages to draw 
  his curving saber while regaining control of his horse. The 
  one word the characters might understand is “deev!” before 
  he spurs his horse toward them… and is gone as suddenly 
  as he appeared.
  DID THAT HAPPEN?
  A coyote bolts from behind a patch of scrub as the Scions 
  approach. Just as suddenly, it skids to a halt, turns and 
  looks at the characters with unnatural intentness. It says, 
  “You shouldn’t be here.” It looks at the paved road in the 
  distance, sniffs the air, and says, “No… I shouldn’t be 
  here. Not for hundreds of years.” And then it vanishes.
  STORYTELLER GOALS
  These interludes show the characters that their 
  divine parents were right to feel concern: Something 
  far more important than cattle rustling is happening in 
  Siston. Time-slips can also feed clues to the characters 
  (and players): for instance, that the area once held 
  another town, called Salem Rock.
  CHARACTER GOALS
  What is going on?
  ACTIONS
  The time-slips do not call for any specific response; 
  characters can do nothing to stop them until the 
  climax of the adventure. They are a form of exposition. 
  It does matter, though, that characters recognize what 
  happened to them. They are not encountering ghosts 
  or visions; some strange force is opening windows in 
  time.
  IS IT REAL?
  A wide variety of rolls could represent a character’s 
  sudden comprehension. These most likely involve 
  Perception (to spot telling details) or Intelligence (to 
  interpret the experience). For instance, a (Perception 
  + Investigation) roll enables a character to notice 
  the covered wagon’s tracks, proving that this was 
  no apparition, or an (Intelligence + Academics) 
  roll enables a character to recognize the horseman’s 
  dress and language as ancient Persian. Try to give 
  every character a chance to figure out something from 
  these encounters. Difficulties should be fairly low, 
  so that any character with Epic Perception or Epic 
  Intelligence can have a chance to figure out part of the 
  puzzle. Finally — if the players don’t figure this out for 
  themselves — a successful (Intelligence + Occult) roll 
  enables a character to realize that nothing less than a 
  God or Titan could disrupt time in this manner.
  MITHRAIC MYSTERIES
  As soon as the Scions learn that Sunny the bull 
  is supernatural, one thing they might think of is the 
  idea of animal sacrifice (although the players might 
  need an Intelligence + Academics roll to come to this 
  conclusion). 
  Academically-inclined Scions can search the 
  internet for sacrifices of divine cattle. With a simple 
  success on an (Intelligence + Academics) roll, they 
  find the Persian myth of Mithra slaying a bull at the 
  beginning of time, and find a prophecy that at the end 
  of time, an elixir of immortality will be made from 
  another divine sacrificial bull, the hadhayosh. What’s 
  more, the Roman cult of Mithras featured baptism 
  in bull’s blood and seems to have centered on the 
  precession of the equinoxes — another connection 
  between bull-slaying and time. This can assure the 
  Scions they are on the right track.
  CONSEQUENCES
  Once they understand that someone intends 
  to sacrifice a divine bull as a way to cause a major 
  disruption of time, the Scions likely feel a bit nervous. 
  The time-slips cause concern in Siston, too. Unease 
  grows by the day as strange stories spread. Some people 
  get loud and angry and look for troublemakers to blame 
  (especially after the next scene). As the adventure’s 
  climax approaches, though, spectral dread overtakes 
  Siston and people find excuses to leave town.
  Scene
  OUTLAWS!
  MENTAL •••      PHYSICAL •••     SOCIAL •
  OVERVIEW
  Zachary notices the Scions asking questions, 
  and he doesn’t like it. While he doesn’t know the 
  characters are Scions — yet — he expects the Gods to 
  make some attempt to thwart his plan. So, he decides 
  to draw them out. If he can kill them, well and good. 
  If his attack fails, at least he might weaken these nosy 
  strangers and learn more about them.
  Not long after the Scions begin searching for 
  Sunny, a gang of Horsemen roar into Siston and start 
  tearing up the town. One Horseman comes for each 
  Scion (the most Zachary is willing to risk). They 
  are supposed to capture a mechanic or two to help 
  
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  maintain their machine parts, but — as creatures 
  who already had impulse control problems before 
  they became crazed titanspawn — the Horsemen 
  decide to have a little fun along the way. They chase 
  people (and run them down), smash windows, steal 
  booze and cause other random destruction. The 
  Horsemen think it’s all their own idea, but actually, 
  Dave White suggested it to them. While disguised 
  by the form of a vulture or mongrel dog, the deev 
  watches the Band’s reaction.
  The Horsemen battle the Scions with an insane 
  blend of rage and joy. They don’t fight sensibly, 
  massing to take down one Scion at a time. Instead, 
  they zoom around, chasing and being chased, 
  attacking townsfolk when Scions aren’t available. 
  A number of people shoot back, increasing 
  the confusion.
  Dave and Zachary watch the ruckus. Zachary tries 
  to stay out of sight (in case any Scions have Death 
  Senses) while he uses his Poltergeist’s Rage power to 
  hinder the Band. For instance, he pulls triggers before 
  characters finish aiming, trips fleeing townsfolk in 
  hopes the Scions spend time rescuing them instead of 
  attacking the Horsemen, and jerks the steering wheels 
  of cars so they swerve at Scions. The Scions seem very 
  unlucky in their battle.
  Dave skulks around, waiting for moments when a 
  Scion is alone or fights with no allies in sight. When 
  his appearance would be most damaging to the Scions, 
  he tries to attack the Scion from behind, either by 
  grappling to try to crush the character (and making 
  him easy for Horsemen to attack) or just pounding 
  away with his fists.
  Dave sticks around to fight additional Scions if 
  he seems to be doing well. Faced with serious danger, 
  though (such as losing more than three health levels), 
  he turns into a vulture and flies away. Only Scions who 
  can fly can follow him; if they do, he flies into a narrow 
  gap between buildings, turns into a dog, scampers away 
  and is gone before the Scion can reach the other end. 
  Only a skilled, determined and lucky Band can kill or 
  capture Dave at this point. (If they can, they deserve 
  the victory, which will greatly weaken Zachary at the 
  final confrontation.) On the other hand, Dave almost 
  certainly lacks the time to kill a Scion. If the Scions 
  respond quickly to a comrade’s cry for help, they can 
  save her life and force Dave to flee.
  DESCRIPTION
  FIRST VIEW OF THE HORSEMEN
  People run and scream as three large, leather-clad men 
  on enormous roaring motorcycles zoom down the street, 
  swerving back and forth as they try to run people down. 
  The lead biker shoots wildly at the people of Siston. The 
  other two bikers swing chains in broad arcs as they ride 
  past their targets. One man holds his ground to shoot 
  back, He goes down as a chain smashes into his head, 
  and that biker laughs like a maniac. Only… shouldn’t 
  bikers have legs? These three don’t. Their bodies merge 
  directly with their motorcycles in a centaur-like fusion of 
  man and machine.
  STORYTELLER GOALS
  This battle introduces the Horsemen as the obvious 
  antagonists, but also gives the Scions a chance to spot 
  that the cycle-centaurs work with, or possibly for, 
  someone else.
  
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  CHARACTER GOALS
  The Scions try to fight off a brutal assault, and gain 
  the motivation to want to strike back. (It’s a standard 
  Western trope: First the bad guys beat up the good 
  guys, and then the good guys get pissed and come 
  roaring back to trounce the bad guys.)
  ACTIONS
  This scene focuses on combat but only looks 
  straightforward. It also challenges the Scions’ powers 
  of observation. The Storyteller also needs to make rolls 
  for the loonier stunts attempted by the Horsemen.
  ZACHARY’S INTERFERENCE
  Zachary tries to deflect the aim of attacks. Roll 
  Zachary’s (Dexterity + Larceny). For every two 
  successes rolled for Zachary, subtract one success from 
  the player’s attack roll.
  SPOT THE SURVEILLANCE
  An intangible spectre follows the characters. So 
  does a shape-changing demon. Can the Scions spot the 
  covert watchers and their interference in the battle?
  Dice Pool: Resisted roll of (Perception + 
  Awareness) versus the (Wits + Stealth) of Dave or 
  Zachary.
  Action: An instant, miscellaneous action on 
  Zachary’s part.
  Hindrances: Zachary is invisible to anyone who 
  lacks Death Senses. Dave is a vulture or a dog: For 
  a Scion to notice that a bird or scruffy mongrel is 
  following them, her player’s roll takes a –2 difficulty 
  penalty unless the character also has at least three dots 
  in Survival or animal Ken.
  Help: The spectre and deev follow the characters 
  through the battle, so each character gets at least one 
  chance to spot each member of the unholy duo.
  Roll Results
  Either the Scions never notice Dave and Zachary, 
  or… “Hey, why is that vulture following us around 
  town?”
  DEDUCE ZACHARY’S 
  INTERFERENCE
  Even if none of the characters have Death Senses, 
  they might deduce that some unseen force interferes 
  with the fight. They can even guess that it’s a ghost.
  Dice Pool: (Perception, Intelligence or Wits) + 
  Occult, difficulty 3
  Action: Reflexive
  Hindrances: The characters are, after all, fighting 
  for their lives — hence the higher difficulty.
  Help: The roll is for characters to notice 
  spontaneously that something’s hinky. If players and 
  characters express a suspicion that someone might spy 
  on them or hinder them and actively look for evidence, 
  the roll’s difficulty drops to 2. The characters can also 
  attempt stunts, apply Legend, and so on.
  Roll Results
  Botch: A character gets entirely the wrong idea 
  what’s going on. (For instance, she might think an 
  innocent bystander cursed them with the Evil Eye.)
  Failure: The character has no clue.
  Success: 
  Something 
  is 
  definitely 
  hinky. 
  Supernaturally hinky. With 5+ successes, the character 
  knows exactly what’s going on: A spectre is haunting 
  them.
  CRAZY BIKE STUNTS
  This covers everything from trying to drive up and 
  over a car to skidding sideways under a big rig truck. 
  While this is primarily intended for the Horsemen, 
  cycle-riding Scions can attempt such feats as well.
  Dice Pool: Dexterity + Control (Motorcycle) + 
  Maneuverability, difficulties ranging from 3 to 5.
  Action: Instant
  Hindrances: Characters may attempt to hinder 
  the Horsemen by shooting at tires and the like. In 
  this case, make the roll contested, between the biker’s 
  Control roll and the Scion’s attack roll. Similarly, 
  Zachary can use his poltergeist power to interfere with 
  a Scions’ cycle stunts.
  Help: Only the characters’ own Legend, Epic 
  Dexterity and stunt dice. Just about everything a 
  character could do on a motorcycle to evade pursuit 
  or attack in some spectacular and unexpected way is 
  worth at least +2 dice.
  Roll Results
  Botch: The character and his vehicle both suffer 
  maximum possible damage as if they’d rammed a 
  target: one die of bashing damage for every 10 miles 
  per hour they were traveling (at least 30 mph, in most 
  cases), plus the complete dice pool for the maneuver. 
  Note the possible damage to the motorcycle as well as 
  the character.
  Failure: The character loses control of the 
  motorcycle and crashes, but damage is limited to one 
  die per 10 mph the character traveled.
  Success: The character performs the stunt 
  successfully.
  CONSEQUENCES
  A few townsfolk draw guns and shoot at the 
  Horsemen, but as mortals shooting at skilled, fast-
  moving targets, they haven’t a hope in Hell of hitting 
  anything except innocent bystanders. If a character 
  finds himself unexpectedly outmatched, Deputy Locke 
  can come to his rescue by shooting a Horseman. Still, 
  the Band should do most of the fight on its own.
  Once half the Horsemen fall and the others notice, 
  the remaining ones try to get the hell out of Siston. 
  The Scions probably cannot stop them all, unless they 
  
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  have mobility equal to that of the Horsemen. Zachary 
  and Dave fade away, having learned what they can. 
  (Assuming the Scions didn’t spot them or could not 
  capture them or force them to flee prematurely.) 
  Zachary counts this as a win if his forces at least 
  managed to severely wound a Scion or two, and he 
  knows what he faces.
  None of the townsfolk who saw the battle remember 
  seeing half-mechanical monsters. They saw bad criminal 
  bikers. Anything else would be madness. So, what do 
  the Scions do with captured Horsemen? The “vanilla” 
  Scion game assumes the Gods have not decided to 
  declare themselves and reveal the true supernatural 
  World that surrounds mortals. The characters’ divine 
  parents might not appreciate giving the authorities a 
  group of magical cyborg sociopaths to study. Killing the 
  Horsemen for their Trophies is an option, of course, 
  but the choice is up to the characters.
  OVERVIEW
  If the Scions capture any Horsemen, they have 
  a chance to interrogate the titanspawn and maybe 
  learn Sunny’s location. After all, what are the odds 
  that some crazed titanspawn would rampage in the 
  same small town where a supernatural bull was stolen? 
  The Scions could also try learning the origin of the 
  Horsemen. The titanspawn don’t talk easily, but the 
  Scions might be able to wring something from them 
  besides threats and swearing.
  The Horsemen are not the Scions’ only problem. 
  Within an hour of the capture, Deputy Archer Locke 
  finds them. It doesn’t matter if the Scions picked some 
  hidden location. Locke moseys in like he owns the 
  place and says that he will join in the questioning. 
  Locke is even less forthcoming than the Horsemen, 
  though. Characters are not likely to learn more from 
  him than that he’s a Scion too, though he’s avoided 
  the Gods and all things Legendary for some time.
  DESCRIPTION
  The motorcycle-man struggles in his bonds and swears 
  foully. Deputy Locke makes a slight calming motion to 
  you, urging silence. After several minutes of cussing and 
  threats, the Horseman subsides into sullen silence and just 
  glares at you.
  STORYTELLER GOALS
  This is a chance to feed the Scions misinformation, 
  though they might still find ways to use it. Nothing the 
  Horsemen know is complete or entirely accurate, but 
  none of it is a complete lie, either.
  CHARACTER GOALS
  Wring the Horsemen for what they know. The 
  Scions can attempt various approaches, but these 
  boil down essentially to the hard approach and the 
  soft approach. In a hard interrogation, the Scions 
  try to make Horsemen talk through fear, pain and 
  intimidation. In a soft interrogation, the Scions try to 
  Scene
  INTERROGATION
  MENTAL ••      PHYSICAL —     SOCIAL •••
  wangle information by gaining trust and manipulating 
  emotions. (While the choice is up to the characters 
  and their players, it should be noted that real-life 
  interrogation experts say the soft approach almost 
  always works better, even though it’s slower.)
  ACTIONS
  HARD INTERROGATION
  In this approach, the Scions try to break a 
  Horseman’s will through harsh treatment: anything 
  from verbal threats to actual torture. Minimally, they 
  yell at the Horseman a lot, shine a bright light in 
  his face, don’t let him eat or drink, and maybe push 
  him around a bit. Really hard approaches are outright 
  torture: waterboarding, cigarette burns, electric shock 
  with stripped wires, and the like.
  Dice Pool: (Manipulation + Investigation) versus 
  the Horseman’s (Stamina + Integrity + Zealotry).
  Action: Contested; dramatic action (at least five 
  minutes per attempt).
  Hindrances: Horsemen are crazy, a bit fanatical 
  and lack certain sensitive portions of anatomy that 
  are favorite targets for torturers. Subtract one die from 
  the interrogating characters’ dice pool. Also, Deputy 
  Locke will not assist the characters unless they can 
  successfully pit his Vengeance against his Valor. (This 
  requires at least four successes on a Presence-based 
  roll. Then roll Locke’s Vengeance and Valor and see 
  which garners more successes.)
  Help: The Scions (and Archer, if he assists) can 
  use Knacks such as Stench of Guilt or Takes One to 
  Know One to tell when a Horseman lies, or Overt 
  Order to make a Horseman answer a question. Multiple 
  interrogators can gain a limited teamwork bonus (up to 
  +3 dice). Truly grotesque torture methods (or at least the 
  threat of them) can garner stunt dice, though threats are 
  only one-die stunts. Chemical interrogation (so-called 
  “truth drugs,” which merely disorient the subject) can 
  give the characters a +2 dice bonus, but characters need 
  at least two dots in Medicine to gain the bonus.
  
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  Roll Results
  Botch: If a player botches the Band’s side of the 
  roll, the Scions bungle the interrogation so badly 
  as to leave the Horseman either unconscious (and 
  possibly dying) or laughing at them. Either way, the 
  interrogation is over. On the other hand, if the roll for 
  the Horseman is a botch, the titanspawn breaks and 
  tells the characters everything he knows.
  Failure: The Horseman sneers and spits at the 
  Scions, but says nothing useful. On the next round of 
  interrogation, add one die to the previous round’s dice 
  pool for the Horseman, to a maximum of +3 above the 
  basic pool.
  Success: The Horseman answers one question 
  truthfully. On the next round of interrogation, add one 
  die to the previous round’s dice pool for the Horseman, 
  to a minimum of –3 below the basic pool.
  SOFT INTERROGATION
  In this approach, the Scions try to cajole 
  information from a Horseman by stroking or 
  prodding his ego to make him boast, following 
  up on slender hints of knowledge, catching him 
  in contradictions, fooling him into thinking they 
  know more than they do (and so confirming 
  the characters’ suspicions in the belief that he 
  isn’t giving anything away) and otherwise being 
  persuasive and perceptive.
  Dice Pool: (Manipulation + Investigation) versus 
  the Horseman’s (Wits + Integrity + Zealotry)
  Action: Contested; dramatic action (at least half 
  an hour per attempt).
  Hindrances: Unlike mortals, Horsemen have the 
  Dark Virtue of Zealotry to stiffen their resolve not to 
  pass information to agents of the Gods.
  Help: On the other hand, Horsemen also have 
  the Dark Virtue of Ambition pushing them toward 
  boasting and self-aggrandizement. Flattering a 
  Horsemen and playing on his sense of self-importance 
  results in subtracting his Ambition rating from his 
  dice pool. Other tactics for pitting one Dark Virtue 
  against another include alcohol and drugs (invoking 
  Rapacity). Horsemen also aren’t too bright, so 
  Scions who can (somehow) convince one of the 
  titanspawn that they are fellow servants of the Titans 
  might negate the Zealotry bonus altogether. Just as 
  importantly, Deputy Locke is fully willing to coach 
  the characters (he does this professionally, after 
  all) and use his Knacks to assist. Again, multiple 
  interrogators can gain up o a +3 dice bonus through 
  limited teamwork, and clever stratagems from the 
  players can result in stunt dice.
  Roll Results
  Botch: The Horseman sees through the emotional 
  trickery and clams up. He won’t talk that day unless 
  the characters turn to hard interrogation. On the other 
  hand, rolling a botch on the Horseman’s side results in 
  the titanspawn bragging about everything he knows.
  Failure: The Horseman won’t say anything useful.
  Success: The Horseman reveals one useful piece 
  of information.
  The Horsemen know that Dave White recruited 
  them to steal Sunny; the other cattle were to make 
  it look like ordinary cattle-rustling. First, though, 
  Dave said the bikers needed an “upgrade.” The 
  Horsemen tell a story of driving through a ring of 
  flickering lights in the desert to reach a collection of 
  stark concrete buildings surrounded by a high barbed 
  wire fence. One Horseman says that he thinks they 
  were in… the future. They ate a meal sort of dried 
  and processed food resembling Army C-rations, with 
  some pretty foul homebrew hooch that knocked 
  them out in a hurry. They woke up in an operating 
  theater, where this mad doctor cut them up and 
  grafted them to their rides. (Here the narrative is 
  likely interrupted by screaming and sobbing from 
  trauma flashbacks.) The doctor was short, but 
  strong and had wavy black hair (a basically accurate 
  description of the corrupted Scion Ixion; see Scion: 
  Demigod, pp. 290-291). The Horsemen had to 
  watch each other being vivisected. In addition to 
  conventional scalpels and other medical implements, 
  they remember bubbling beakers, sparking Jacob’s 
  Ladders and other fixtures of a Frankenstein’s lab. 
  (Suspicious Scions may wonder how much of this 
  was set dressing to fool the Horsemen; the truth 
  is beyond the scope of this scenario.) Only after 
  their transformation did they realize that Dave isn’t 
  human. Some Horsemen think he’s a mutant with a 
  hypnotic power to disguise himself.
  The Horsemen took the cattle to an encampment 
  in the nearby mountains; they provide enough 
  landmarks that the characters can find it without 
  much trouble. The next night, though, Dave had 
  them drive the cattle by a roundabout route at night, 
  getting them thoroughly lost. They left the cattle 
  ANOTHER APPROACH
  ANOTHER APPROACH
  The Scions could also just try to follow 
  Horsemen out of town. Their trail is easy 
  enough to follow with the help of Predatory 
  Focus, or simply with Epic Perception 
  bonuses to (Perception + Survival) rolls. The 
  Scions must move slower than the Horsemen, 
  though. When they reach the camp, they ﬁ nd 
  it already abandoned in the same temporally-
  anomalous fashion.
  
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  at a mountainside village much smaller than Siston 
  (“There couldn’t have been more than a few hundred 
  people.”) They heard blasting from further up the 
  slope. Then, Dave led them back to their camp by 
  another roundabout path, and told them to wait for 
  further orders. He visits once a day. The Horsemen got 
  bored, though, and wanted to do some maintenance 
  on their mechanical halves. Dave suggested they 
  abduct a mechanic, and the Horsemen decided to 
  have a bit more fun.
  CONSEQUENCES
  The Scions can find the Horsemen’s encampment 
  easily enough. It’s abandoned. Long abandoned, as if 
  the Horsemen left weeks ago instead of a few hours at 
  most. Deputy Locke can’t follow a trail that old. The 
  Scions need some other way to find the Horsemen, 
  Dave and Sunny. Locke frowns and says he needs to 
  look some things up, and leaves the Band to their 
  own devices.
  OVERVIEW
  As the characters ponder what to do next or try 
  to stir up leads, one of them receives a call on his 
  cell phone. The Scion hears the sounds of combat, 
  including gunshots, and Deputy Locke shouting, “The 
  lasso! They can’t get the lasso!” before the call is 
  abruptly cut off.
  Assuming the characters are not completely 
  uncaring, they follow this up. They find Deputy Locke 
  at the Sheriff’s office, dead. The dead titanspawn 
  around him show he didn’t go quietly, though. Mrs. 
  Maunder also lies on the floor, but she merely fainted 
  at seeing the carnage. On his desk lies on a book about 
  Persian mythology, open to the page that tells the story 
  of the tyrant Zahhak’s defeat by the hero Feridoun. He 
  also left a final message on his phone.
  DESCRIPTION
  SCENE OF CARNAGE
  Sprays of blood coat the little office. Three bodies lie 
  on the floor amid smashed furniture: Deputy Locke and 
  two bestial giants — clearly the same sort of shapeshifting 
  creature who joined in the cycle-centaur attack. Both are 
  shot through the heart and two or three other places. The 
  bodies visibly wither, fade into translucency and then 
  evaporate as you watch. Deputy Locke’s body displays 
  at least one gunshot wound amid the mass of bruises and 
  broken bones from a savage beating. A smeary trail of 
  blood on the floor shows he crawled a ways before he died. 
  His right hand rests on an opened coffee-table sort of book, 
  with colored pictures on glossy paper. The title is Myths of 
  Ancient Persia. Locke’s cell phone lies nearby.
  PHONE MESSAGE
  The phone crackles as the voicemail starts. Locke gasps 
  out, “Lasso — Zahhak’s — Zachary Hawk’s — brings 
  back the dead.” A long pause follows, while Locke struggles 
  to draw in enough breath. When he speaks again, his voice 
  is lower, but steadier. “I had to get out. When a man 
  Scene
  THE VICE OF KILLING
  MENTAL •      PHYSICAL —     SOCIAL •
  gets the vice of killing… Sorry I didn’t trust you. Didn’t 
  know what side… I guess I paid for Thermopolis.” And 
  then, stronger, “Find that bull!” And then the message has 
  Locke’s death-rattle. The rest is silence.
  STORYTELLER GOALS
  This is the last important piece of exposition for the 
  adventure. If characters (and players) haven’t thought 
  to look into the background of the Fairdowns, the 
  story of Zahhak and Feridoun is a nice big hit-them-
  on-the-head clue. You can use Locke’s book to fill in 
  other basic Yazata information, such as Ahriman’s role 
  as the pantheon’s chief adversary and the deevs as his 
  favored minions.
  CHARACTER GOALS
  Find Locke, the book and the phone message. 
  Leave before they are held for questioning in Locke’s 
  death.
  ACTIONS
  This scene does not need any dice rolls unless the 
  players are truly clueless, even after seeing the obvious 
  clue of Locke’s hand on the book. In that case, call 
  for a reflexive (Perception + Investigation) roll to 
  recognize that it’s a clue, as well as to see that Locke 
  left a message on his phone.
  CONSEQUENCES
  Unless the characters stick around for the cops to 
  arrive from Cheyenne, the consequences are simple: 
  They characters now know there’s a magic lasso 
  involved, as well as a supernatural bull, and it all ties in 
  to Persian mythology. All they need to do now is wake 
  up Mrs. Maunder and ask her about Zachary Hawk. The 
  poor old dear is distraught, of course, but the routine of 
  answering questions steadies her nerves. She believes 
  any story the Scions choose to give about why they 
  came to see Locke. The Band can let her call the police 
  in Cheyenne and be long gone before they arrive.
  
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  OVERVIEW
  The climactic battle against Zachary takes place at 
  the long-abandoned mine in the Laramie Mountains 
  where he died more than 100 years ago. The Scions 
  arrive shortly before midnight and before the sacrifice 
  that raises Zahhak from the dead. It doesn’t matter 
  when the Scions start out from Siston: The influence 
  of Zrvan bends time in the area, so the ritual can 
  take place under a sufficiently dire alignment of the 
  planets. This gives Fate an opening to ensure the 
  characters arrive at the most dramatic moment, just 
  a minute or two before the sacrifice.
  At Zachary’s behest (and using Frazer’s money), 
  workers blasted and cleared the mine’s entrance 
  to form a sort of cavern-chamber sunk into the 
  hillside. Two Horsemen stand guard at the entrance, 
  watching both for intruders and for the moment 
  when the stars are right. Inside, Dave tricked out 
  the chamber as a parody of a Mithraic temple, only 
  devoted to Ahriman. Zachary, in Frazer’s body, 
  stands in a shallow pit against the far wall. Sunny the 
  hadhayosh is chained to a metal grate above him. At 
  the proper moment, Zachary uses Zahhak’s Lasso to 
  summon the spirit of the long-imprisoned tyrant, and 
  pulls him into the pit with him. Then a Horseman 
  minion cuts Sunny’s throat. The blood falls down 
  on the evil trio, and Zahhak lives again in Frazer 
  Fairdown’s body.
  The Scions need to stop this from happening. 
  Whatever approach they take pretty much has to 
  include swift and blinding violence. Even the most 
  silver-tongued God could not persuade Zachary to 
  break off now and defy his dark master, and there is 
  no time for cunning plans.
  In addition to the possessed Frazer, the Scions 
  face all the remaining Horsemen and Dave White 
  (assuming he survived the earlier encounter). All the 
  Horsemen carry Desert Eagles and massive, dragon-
  headed maces, except for two sentries who carry 
  M16s. On the Scions’ side, the only ally they can 
  recruit is Rusty Fairdown.
  DESCRIPTION
  APPROACHING THE MINE
  As you approach the mine, the sky ripples like the 
  surface of a lake, clouds and constellations shifting from 
  minute to minute. Sometimes the streetlights of Siston 
  twinkle in the distance; sometimes you see warm glimmers 
  of lamplight from the place where Salem Rock once stood; 
  and sometimes there is no light but the moon and stars. 
  Occasionally, people appear and disappear in the night: 
  a group of miners, their coveralls stained with sweat and 
  dust; a man on a motorcycle who curses a blue streak as 
  he dodges around you; an Indian who clutches his spear 
  when he sees you and shouts in an unknown tongue. For 
  a moment, a host of people surround you, some mounted 
  and some marching, led by a strong, middle-aged man 
  who raises a leather apron on a spear as a standard, and 
  a handsome young man in armor with a massive, bull-
  headed mace slung over his shoulder. At last, the path 
  climbs a final slope to a great gash cut in the mountain, 
  where eerie blue-violet light flickers… and a pair of 
  Horsemen keep watch, night vision goggles on their heads 
  and automatic rifles held at the ready.
  THE TEMPLE OF DOOM
  The entrance of the mine has been blasted out to form 
  a rough cave about 10 yards wide, seven yards high 
  and 15 yards deep. Torches set in the wall burn with 
  the strange black flame, and the air is colder inside the 
  cave than outside. Posters spiked to the walls portray 
  constellations, but flipped or turned any-which-way. 
  At the rear, two tunnels descend further into the earth, 
  while a ramp cut into the wall goes up about four yards 
  to a sturdy metal grate held up by steel posts. Sunny 
  the bull stamps angrily on the metal platform, jangling 
  the chains that fetter each leg to the platform. Near the 
  bull, a Horseman sharpens a Bowie knife. Below, Dave 
  White leads the other Horsemen in a chant and response; 
  it sounds like no earthly language, just bestial noises half-
  shaped into nonsense words expressive of bloodlust, hate, 
  fear and rage. When the deev and the half-machine thugs 
  notice you, they turn and part just long enough for you 
  to see Frazer Fairdown standing naked in a yard-wide, 
  shallow pit beneath the grate, with a pair of rattlesnakes 
  draped around his shoulders and a black lasso coiled in 
  his hands.
  STORYTELLER GOALS
  The Storyteller’s job here is to supply a slam-bang, 
  action-packed battle.
  CHARACTER GOALS
  The players’ characters have a number of ways to 
  stop Zachary from completing the ritual. The simplest 
  options may be:
  • If they rescue the hadhayosh, Zachary’s plan 
  fails completely and all he can do is try to kill them 
  in revenge.
  Scene
  SHOWDOWN
  MENTAL •      PHYSICAL ••••     SOCIAL —
  
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  • Ditto if they pull Frazer out of the pit and prevent 
  him from returning.
  • If they take Zahhak’s Lasso from Zachary, the 
  most he can do is resurrect himself in Frazer’s body.
  • If they kill Frazer, Zachary no longer has a 
  proper body for him or Zahhak to inhabit. However, 
  the Scions must make sure Frazer is really, truly dead. 
  Otherwise, Zachary can still force the dying body to 
  crawl into the pit and croak an order to kill the bull. 
  Even if he can’t resurrect Zahhak, he can resurrect 
  himself as a now-unwounded, powerful Scion.
  • If they simply delay Frazer by five minutes, 
  Zrvan’s bubble of warped time pops. The time in the 
  temple is whatever time the rest of the World thinks it 
  is. The ritual is no longer possible.
  ACTIONS
  BUSHWHACK ‘EM
  The 
  Scions 
  can 
  simply 
  charge the Temple of Doom and 
  attack. In this case, though, the 
  sentries see them coming. All the 
  Horsemen move to the temple’s 
  entrance and start shooting as 
  soon as the Scions come within 
  range. Sneaking up makes things 
  easier.
  Dice 
  Pool: Dexterity + 
  Stealth, versus the sentries’ 
  Perception + Awareness
  Action: Contested.
  Hindrances: 
  Zrvan’s 
  influence keeps rewinding the 
  characters’ actions so they find 
  themselves back down the trail 
  they just took. The Scions must 
  sneak up to the mine three 
  times, winning the contested 
  roll each time, to approach 
  without being noticed.
  Helps: Darkness is no help; 
  the sentries have night vision 
  goggles. Figures from other times 
  flicker in and out of existence 
  on the hillside, though. This 
  gives the Scions a +2 bonus, as 
  these time-ghosts distract the 
  sentries. Most of the time-ghosts 
  are miners from the ghost town, 
  going to and from work, but the 
  occasional Native American or 
  ancient Persian appears as well… 
  and so does Treat Fairdown.
  Treat resembles an older 
  version of Rusty, dressed in hard-
  worn cowboy leathers. If the characters devote one 
  of their sneaking attempts to reach the nineteenth-
  century Scion crouched behind a boulder, they can 
  confer. Treat says he’s encountered this sort of time 
  warp before when facing Ahriman’s servants, though 
  never this strong. He can’t join the characters, and 
  doesn’t want to know anything about the future, but 
  he thinks he can make his clash with Zachary help 
  them in theirs. He comes out from behind the rock, 
  swaggers toward the mine entrance and calls out, 
  “Howdy-do, I think your yellow-bellied sidewinder of 
  a boss is expectin’ me!” As the sentries fire on him, 
  he vanishes back into his own time — but gives the 
  Scions five ticks in which the sentries will pay no 
  attention to them at all.
  
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  Note: If Rusty joined the Scions on this raid, 
  meeting Treat is his Visitation. Treat promises to 
  leave Rusty his mace as a Birthright.
  Roll Results
  Botch: A time distortion places the Scions squarely 
  in the view of the sentries, right before moving them 
  back 20 yards. The sentries yell a warning and everyone 
  in the cave has time to prepare.
  Failure: The sentries spot the Scions just as they 
  approach the temple. The sentries yell an alarm, and 
  battle is joined as normal.
  Success: The Scions sneak close enough to the 
  sentries that they can launch a single surprise attack or 
  Dash past them before the two Horsemen can raise an 
  alarm. After that, battle is joined as normal.
  RUSTLING FROM THE RUSTLERS
  Assuming the Scions decide to rescue Sunny, they 
  find the bull chained by all four legs to a steel grate 
  that extends about seven feet out from a ledge cut in 
  the temple wall. Four sturdy steel posts support the 
  grate. To free Sunny, someone must break or unlock 
  all four fetters… or carry the whole apparatus out of 
  the cave!
  Dice Pool: Dexterity + Larceny, difficulty 4, to 
  pick the lock on each fetter.
  It requires a Feat of Strength (Scion: Hero, p. 181) 
  total of 10 to break each chain, and 12 to rip the metal 
  posts from the ground and carry the platform, with 
  limited teamwork (each additional person with a feat 
  of strength total of a least 8 adds +1 to the total for the 
  strongest character).
  Chains have 5L/5B soak (bulletproof) and 5 
  health levels.
  Action: Simple
  Hindrances: As soon as anyone moves to free 
  Sunny, Zachary orders his minions to concentrate 
  their attacks on those characters. Whether breaking 
  chains or picking locks, the characters must do this 
  four times.
  Helps: None.
  GUNFIGHT AT THE TEMPORAL 
  CORRAL
  Once the Scions are inside the temple-cave, most 
  of the Horsemen holster their guns and fight using 
  their dragon-headed maces. Only the Horseman on 
  the grate with Sunny keeps shooting, since he has no 
  chance of hitting his boss or the sacred cow.
  The Scions also have a limited advantage in that 
  Zachary wants to do the ritual more than he wants 
  to fight Scions. If the Horsemen seem able to keep 
  the Scions busy, he summons Zahhak with the lasso 
  (which takes 5 ticks) and chants a brief invocation to 
  Ahriman and Zrvan (another 15 ticks). At the end of 
  the chant, the waiting Horseman spills Sunny’s blood. 
  Five ticks after that, the resurrection is complete. Still, 
  the Scions do have some time in which to interfere. 
  On the other hand, Dave and the Horsemen know 
  that they only need to delay the Scions that long. If 
  Zachary can finish his chant, any Horseman can zoom 
  up the ramp, draw his bowie knife and cut the bull’s 
  throat — a 5-tick diceless action.
  CONSEQUENCES
  Either the Scions stop the ritual, or they don’t. 
  Once completing the ritual clearly becomes impossible, 
  Zrvan’s power breaks. The time distortions cease. 
  A voice of infinite malice hisses, “You have failed, 
  Zachary Hawk!” The screaming spectre rips out of 
  Frazer’s body and vanishes back to the hell from which 
  it came. If applicable, the spirit of Zahhak vanishes 
  too. Dave White won’t fight to the death when he has 
  nothing to gain. He flees the first chance he gets. After 
  that, nothing but raw Malice keeps the Horsemen 
  fighting. One by one, those who remain active also 
  break and run if they can.
  On the other hand, failure results in darkness 
  curdling around and within Frazer Fairdown. His 
  flesh melts like wax and coagulates into a new form 
  — the tall, black-bearded and mustachioed form 
  of Zahhak, with the two black serpent-heads rising 
  from his shoulders. (If the Band prevented Zahhak’s 
  summoning, then Zachary’s ghost merely appears as 
  a visible overlay on Frazer’s form before sinking into 
  his flesh — but now Frazer has snakes tattooed on 
  his shoulders.) Either way, the Scions experience a 
  moment of utter disorientation in which they become 
  lost in flashbacks of their past. When it passes, the 
  time-bubble is gone. So are Dave and the resurrected 
  villain, leaving only the remaining Horsemen and the 
  carcass of Sunny the hadhayosh.
  AFTERMATH
  AFTERMATH
  The scenario can end in various degrees of success 
  or failure. If the Scions can rescue the hadhayosh, stop 
  Zachary, kill Dave and recover Zahhak’s lasso, the 
  Gods count this as a win and express their satisfaction 
  to their children. If Dave escapes, possibly with the 
  cursed lasso, the Gods suggest their Scions could have 
  done better.
  Ahriman punishes Zachary’s failure by reeling 
  him back to Duzakh, but that isn’t necessarily the 
  end of him. The spectre might talk Ahriman into 
  
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  letting him attempt further deviltry in the World, 
  and so the Scions might encounter him again. If 
  Dave escapes, he harbors a violent hatred for the 
  Scions and wants revenge.
  Zachary might succeed in sacrificing Sunny 
  and resurrecting himself in Frazer’s body, but not in 
  merging with Zahhak. The Scions could limit the 
  damage by killing Zachary again, but they still have a 
  dead hadhayosh to explain and a dangerous spectre as 
  their continued foe. The Gods are not happy at all. If 
  the Scions can’t kill Zachary again, matters are even 
  worse. Ahriman makes Zachary his chief acolyte in the 
  modern West and sets him to building a new business 
  empire devoted to vice, corruption, inflicting misery 
  on humanity and opposing the Gods.
  The resurrection of Zahhak means the Band failed 
  completely. The Scions will need two or three notable 
  victories before their divine parents treat them with 
  anything less than contempt. One of the greatest 
  villains of mythology is loose, and thanks to Zahhak’s 
  merging with Zachary and Frazer, mythology’s first 
  evil overlord knows all about operating in the modern 
  World. Zahhak operates on a power level the Scions 
  cannot match until they become demigods… if they 
  live that long. In an ongoing series, Zahhak attacks 
  the Scions with everything from deevs to mortal 
  assassins, in hopes that he can kill them before Fate 
  brings them together for a rematch. He resurrects 
  other villains, both mythical and historical, as 
  lieutenants and operatives — now possible thanks to 
  the breach of time — and summons Aionic monsters 
  into the World.
  Meanwhile, Zahhak quickly builds a dark empire of 
  shady business and outright crime. The World becomes 
  a darker place with Zahhak masterminding plots that 
  range from sponsoring terrorist groups to sending drujs 
  to seduce and subvert world leaders. Nothing is too 
  vile for a blackguard who kills two men a day so his 
  snakes can feed on their brains.
  Possibly, the Scions return to Siston and find the 
  town gone. It never was. If he survived the battle, 
  Rusty is left as the only Fairdown. In the rip of time 
  that resurrected Zachary Hawk, Ahriman neatly wiped 
  Siston from history, and the descendants of Treat 
  Fairdown along with it.
  Speaking of which: What do the Scions do 
  about Rusty Fairdown? They know he is a Scion, 
  albeit un-Visited. Zachary’s plot attracted the 
  Yazata’s attention, though, so Rusty surely receives 
  his Visitation soon. If any Band members died, a 
  player could take Rusty as a replacement character. 
  The Band might also adopt Rusty as a protégé, or he 
  might continue to show up as an ally or recurring 
  Storyteller character. If the players aren’t interested, 
  Rusty can still find plenty to do in Siston, dealing 
  with the collapse of the Lazy T ranch following the 
  death or disappearance of Frazer Fairdown.
  Succeed or fail, the Scions know the Yazatas and 
  their foes have acted in the American West since at 
  least the 1870s. They may want to learn more about 
  Jim Shade, Zachary Hawk and Treat Fairdown; they 
  may find additional Yazata Scions, lesser immortals and 
  mythic creatures in the Old West, as well as other foes 
  of the pantheon. For instance, tracing the life of Archer 
  Locke can lead the Band to the Battle of Thermopolis, 
  between the Yazatas and the Dodekatheon. These 
  historical events may similarly echo into the modern 
  World — for with the Titan of Time as their special 
  foe, the Yazatas tend to find history repeating itself 
  and the past refusing to stay dead.
  EXPERIENCE
  The God, the Bad and the Ugly can be played in a 
  single session. At its end, award each player’s character 
  at least 3 experience points. Players can win additional 
  experience points for their characters in various ways. 
  As suggestions:
  +1 
  Success: The characters achieved at least 
  some of their goals; at minimum, preventing 
  the resurrection of Zahhak.
  +1 
  Exceptional Success: The characters achieved 
  all their strategic goals, completely thwarting 
  Zachary and rescuing the hadhayosh.
  +1 
  Exceptional Play: A player deserves another 
  experience point if she comes up with 
  something incredibly clever, roleplays a 
  gripping interaction with another character, 
  or just comes up with a line that sets everyone 
  else laughing. Particularly consider such an 
  award when characters follow classic Western 
  tropes; for instance, shooting the gun from an 
  enemy’s hand.
  +1 
  Character Growth: The God, the Bad and 
  the Ugly does not focus on moral dilemmas 
  or complex problems, but the Scions still 
  make choices in how they deal with other 
  characters. After playing the scenario, discuss 
  the ways the characters behaved and the 
  choices they made. How have their deeds 
  built them up as vivid personalities? Award 
  an extra experience point to characters who 
  have shown themselves as nascent legends.
  
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  MENTAL 
  •
  PHYSICAL 
  •
  SOCIAL 
   ••
  SCENE:
  PCS
  H I N D R A N C E S
  H E L P
  THE STRANGERS RODE INTO TOWN
  The characters are strangers in a small town, asking 
  questions that are none of their business. Supernatural 
  attempts to ﬁ nd Sunny or otherwise solve the crime fail.
  No one is hard to ﬁ nd. Local history is full of clues and 
  easily obtained.
  Other: Numerous Social Knacks assist in getting people 
  to talk or reveal when they don’t tell the complete truth. 
  Epic Perception or Instant Investigator to ﬁ nd clues in the 
  historical society archives. The Unlidded Eye reveals that 
  Treat Fairdown’s cane is a Relic.
  Introduce the mystery; establish the conﬂ ict among the Fairdowns; reveal that Siston had Scions in its past.
  STS
  Explore Siston and ﬁ nd out why the Gods care about a cattle theft.
  MENTAL 
  ••
  PHYSICAL 
  —
  SOCIAL 
  —
  SCENE:
  PCS
  H I N D R A N C E S
  H E L P
  MIRAGES OF TIME
   
  Show that something very strange is happening in Siston, blending the past and present.
  STS
  WTF?
  MENTAL 
  •••
  PHYSICAL •••
  SOCIAL 
  •
  SCENE:
  PCS
  H I N D R A N C E S
  H E L P
  OUTLAWS!
  High mobility of the Horsemen; secret interference by 
  Zachary and Dave; townsfolk getting in the way.
  Helps: As long as the Horsemen stay in town, they are 
  channeled somewhat by the streets; Deputy Locke can 
  join the ﬁ ght against the Horsemen.
  As long as the Horsemen stay in town, they are channeled 
  somewhat by the streets; Deputy Locke can join the ﬁ ght 
  against the Horsemen.
  Other: Epic Physical Attributes and Knacks for combat. 
  Subliminal Warning, Rabbit Reﬂ exes and similar Knacks 
  to prevent Dave from attacking with surprise. Death 
  Senses to spot Zachary’s spectre, or Epic Intelligence to 
  help deduce the presence of a ghost.
  A ﬁ ght scene to introduce the Horsemen and their allies.
  STS
  Defeat the Horsemen.
  
  T
  H
  E
  G
  O
  D
  T
  H
  E
  B
  A
  D
  A
  N
  D
  T
  H
  E
  U
  G
  L
  Y
  66
  66
  MENTAL 
  ••
  PHYSICAL 
  —
  SOCIAL 
   •••
  SCENE:
  PCS
  H I N D R A N C E S
  H E L P
  INTERROGATION
  Deputy Locke objects to harsh interrogation methods. 
  The Horsemen don’t know much, and much of it isn’t true 
  anyway. Zrvan’s inﬂ uence blocks attempts to track the 
  Horsemen.
  Deputy Locke is uncannily good at reading people.
  Other: Blurt it Out or Overt Order to make Horsemen 
  answer questions; God’s Honest to deceive them; 
  Stench of Guilt or Takes One to Know One to tell when 
  they lie or hold back information. Only the characters’ 
  own judgment, however, can suggest that some of their 
  story is ridiculous.
  Give the characters some not-very-accurate information. See how far they will go for information.
  STS
  Force information from captured Horsemen.
  MENTAL 
  •
  PHYSICAL 
  —
  SOCIAL 
  •
  SCENE:
  PCS
  H I N D R A N C E S
  H E L P
  THE VICE OF KILLING
   The characters have very little chance to prevent 
  Locke’s death.
   
  Before dying, Locke does his best to supply clues.
  Other: Instant Investigator, if anyone cares to reconstruct 
  exactly how Locke died. Beneﬁ t of the Doubt, Charmer 
  or God’s Honest to calm Mrs. Maunder enough to get 
  information from her.
  Supply ﬁ nal exposition and perhaps give extra reason to have the bad guys.
  STS
  Get Locke’s dying message without tangling themselves in the law.
  MENTAL 
  •
  PHYSICAL ••••
  SOCIAL 
  —
  SCENE:
  PCS
  H I N D R A N C E S
  H E L P
  SHOWDOWN
  Many bad guys, and a time limit.
  Treat Fairdown, brought from the past; and the bad guys 
  have a time limit too.
  Other: Epic Dexterity, Shadow Refuge or Wind’s 
  Freedom to approach the shrine undetected. Epic 
  Strength in general, and Holy Rampage in particular, 
  to break Sunny’s chains; Uplifting Might to carry the 
  hadhayosh out of the shrine, chains, platform and all.
  A climactic battle against the forces of evil.
  STS
  A climactic battle against the forces of evil.
  
  ™
  WW75014
  $6.99 US
  The Yazata – the Gods 
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  With them come new 
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  against the Titans. 
  Whether you are a 
  Hero, a Demigod or a 
  God, these divinities 
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  A pantheon book 
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  Scion
  • A new pantheon of 
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  • New Boons, Knacks, 
  Birthrights and Purviews, 
  including a new general 
  Purview (Stars)
  • A complete Hero-level 
  adventure
  Yazata: The Persian Gods
  The Gods of Ancient Persia
  
SOURCE: textdata/thevault/Scion (storyteller) [multi]/1st Edition/Scion 1e - Yazata {WW75014}.pdf