Prophet
Whether “blessed” by a God or born under a Fateful signifier (being born with a caul or with one or more teeth are common marks of a Prophet), the Prophet sees the skein of Fate laid out before him and reads it like a book. It’s not the ability to see the future, precisely; rather, it’s the ability to understand the weird narrative logic that Fate operates under, to recognize symbolically-relevant details, and thereby get a sense of where events are heading. Just like a student of cinematography can tell which elements in a shot are important by the composition and lighting or a student of theater can predict the course of events in a play thanks to her understanding of dramaturgical archetypes, a Prophet can glimpse, however briefly or incompletely, the courses Fate sets in motion.
Heralds cannot use Legend to fuel Knacks, Boons, or Birthrights (unless they received those through a Prophetic Purpose). Instead, Heralds can spend Legend to immediately create Twists of Fate without invoking a Path, counting one Legend as one success. These changes cannot be overtly supernatural, but can rely on the Herald’s foresight.
Add the Herald’s current Legend to the default Tension Pool (the amount of Tension the Storyguide begins a session with). Whenever the herald expends Legend, add that amount of Tension to the Tension Pool immediately.
Oracles must choose a Permanent Condition
Prophets of a Land may always perfectly orient themselves with respect to their land and cannot become lost while within it. They have an innate sense for the health and stability of the land and are always aware of anything that disturbs the status quo. Gain +2 Enhancement for actions taken to navigate, find someone or something, or establish stealth within the Prophet’s land.
Prophets of a Culture may purchase the Covenant Birthright with respect to that culture. In addition, she may create a Legendary Title for herself describing her relationship to that culture. Once per session, she may invoke that Title to gain +1 Scale for a single action.
Prophets with this Purpose, thanks to their obsession over a single individual’s destiny, gain the ability to work Fatebindings on behalf of their companion. They may engineer up to their highest Finesse Trait in Fatebindings, even if their companion could not ordinarily form a Fatebinding to begin with. The Prophet may also compel or invoke these Fatebinding after they’re formed.
Path Effect
Prophets can automatically recognize creatures of Myth and those touched by Fate, including but not limited to Scions, manifest Gods, Titanspawn, and Fatebound mortals. They can likewise recognize portals to Terra Incognita, Underworlds and Overworlds. This Effect requires no roll (and indeed, Prophets are incapable of turning it off ), but it is defeated by Knacks or similar powers that conceal the subject’s mystical nature.Prophetic Destiny
While many Prophets don’t push beyond what they can’t understand, some discover that they have a Prophetic Destiny and embrace it for better or for worse. All a Player needs to create a baseline Prophet is in Scion: Hero where another Prophetic Destiny, the Cassandra, is detailed. The Path Effect listed for Prophets in Scion: Hero applies to all Prophetic Destinies, and Knacks listed there can be used for any Prophet.Architects
Many have lamented tragedies that foreknowledge might have prevented, but only a few among those blessed (or cursed) to know Fate’s workings have the will to turn aside what otherwise will be. By laying the groundwork for designs of their own, they throw a wrench in the machinery of destiny. They’re master manipulators and astute planners who see the denizens of the World, mortal and divine alike, as pawns in an all-stakes chess game against Fate itself. Whether this requires arranging certain romances to blossom at the right time or leading mystery cults whose initiates enact the Architect’s will behind the scenes, Architects will do anything to manifest their utopic visions. Others often see them as cold and calculating, without a care for trivialities like collateral damage, however behind Architect’s drive lies deep compassion and an astounding bravado against supposed inevitability. Fate is not so easily turned aside, though, and sooner or later the price for one’s design must be paid: no Architect has ever lived to see the world they create, but nevertheless trade their lives gladly knowing that the future will be of their own making.Path Effect
Architects gain a fourth Deed, a Design Deed focused on the ultimate goal of their designs (Prevent Zeus’ overthrow, avert a war between pantheons, ensure the Mariners finally win a World Series, etc.) and a Legend Trait, which begins at 1. When they make progress toward fulfilling their goal, they gain Legend, which can only be used with Birthrights or for Prophet Knacks. Upon reaching Demigod Tier, the Architect’s design enters its endgame; upon achieving Legend 9, the Architect seals both their newly-forged destiny and their own doom, and perishes, having changed the World forever.Heralds
Fate is a glorious tapestry with myriad fascinating designs, so it’s perhaps unsurprising that some Prophets become enraptured by them. These Heralds immerse themselves in the current of destiny, for they are ensnared and can’t imagine existence without the focus of that destiny. Heralds become priests, advisers, the right-hands of their charges, sometimes well before those charges know what’s coming. They buttress and reinforce the Legend of those they’ve chosen, guiding their destiny toward ever-greater ends, as cults and shrines spring up in their wake. Often a welcome addition to Bands of Heroes for their prophetic services, they can just as easily create problems for them by steering them into danger, knowing they’re up to the task to surviving and besting whatever the Herald has (intentionally or otherwise) set them against.Path Effect
Heralds are obsessed with the destiny of a given person or small group of people, such as a Band of Scions. Heralds do not have a Legend score, but can gain Legend. Once per session, when the focus of a Herald’s obsession rolls more than five successes on a single roll (Enhancement counts!) gain Legend. Once per session, if the Herald’s focus accomplishes a Deed, gain Legend.Heralds cannot use Legend to fuel Knacks, Boons, or Birthrights (unless they received those through a Prophetic Purpose). Instead, Heralds can spend Legend to immediately create Twists of Fate without invoking a Path, counting one Legend as one success. These changes cannot be overtly supernatural, but can rely on the Herald’s foresight.
Add the Herald’s current Legend to the default Tension Pool (the amount of Tension the Storyguide begins a session with). Whenever the herald expends Legend, add that amount of Tension to the Tension Pool immediately.
Miracleworkers
Some Prophets learn to use Fate itself as a tool, reworking its strands and thereby allowing them to produce wonders. These Miracleworkers do the impossible, turning existence itself into a weapon against their enemies and a wonder to awe and terrify their fellow mortals. However, such raw power is not without its dangers — those who succumb to hubris or unleash ever-greater marvels tend to find themselves subject of Fate’s ire for disrupting its machinations. Miracleworkers who push things too far encounter lethal situations and dangerous circumstances until they either learn their place in the scheme of things or suffer the consequences.Path Effect
Miracleworkers have a Legend Trait, which begins at 1. They have no native access to Purviews, but can gain such access through Relics, Guides, or Prophetic Destinies. Miracleworkers may imbue Legend without risk, but spending Legend incurs the Sword of Damocles Condition.You have meddled with Fate, and Fate now demands atonement. Tread carefully, Miracleworker, for you
may meet your doom at any moment.
Effect: Every time you imbue Legend, you incur a cumulative +1 Complication that persists even if bought
off, until this Condition is resolved. If you don’t buy off the Complication, Fate turns your works back upon
you in increasingly nasty ways. If you spend Legend while you have this Condition, immediately raise the
Complication to 5.
Momentum: Every time a marvel would solve a complex problem immediately but you refrain from doing so, add 1 Momentum to the pool.
Resolution: Going an entire session without imbuing or spending Legend ends the Condition. You may also balance Fate’s designs as penance, a task that usually takes at least a scene of effort — treat this as an obligation, like with a Path (Scion: Origin, p.100). Completing the obligation ends the Condition immediately
Momentum: Every time a marvel would solve a complex problem immediately but you refrain from doing so, add 1 Momentum to the pool.
Resolution: Going an entire session without imbuing or spending Legend ends the Condition. You may also balance Fate’s designs as penance, a task that usually takes at least a scene of effort — treat this as an obligation, like with a Path (Scion: Origin, p.100). Completing the obligation ends the Condition immediately
Oracles
All Prophets can see the inherent workings of Fate, but some go beyond even such miraculous heights. Oracles peer deep into Fate without obstruction, interpreting the swirls of information that Fate provides. This constant forbidden knowledge profoundly alters an Oracle; they end up forever intoxicated by their experiences like the Delphian Oracles or blinded like the Itakos of Japan, among other possibilities. Still, their incredible insight surpasses all others, and Oracles are often highly respected.Path Effect
Oracles have a Legend Trait, which starts at 1, but cannot gain or spend Legend. Once per session, the Oracle may ask any question of the Storyguide; the Storyguide will answer in the form of keywords, one per dot of the Oracle’s Legend, that accurately answer the question — it’s up to the Oracle to interpret the sign he’s been given. If the Storyguide actively uses the Oracle’s foresight as a plot hook (which she is encouraged to do!) this does not constitute a use of this power.Oracles must choose a Permanent Condition
Prophetic Purposes
As Prophets can embrace Prophetic Destinies granting them blessings in exchange for riding the waves of Fate, they can also fulfill Prophetic Purposes. Prophets may attach themselves to people, places, or even Purviews, gaining access to special benefits. This section will provide three Prophetic Purposes: Prophet of the Purview/Patron/Pantheon, Prophet of the People/Land/Culture, and Prophet of the Chosen/Cursed/Exiled. Prophetic Purposes function like a special Path, in that they provide access or connections and can incur obligations (indeed, they’re highly likely to do so on a regular basis).Prophet of the Purview/Patron/Pantheon
Prophecy and divinity go hand in hand in the common imagination, and there’s a reason for it — a Prophet is an excellent conduit for divine powers to influence the World. Whether the Prophet serves a particular God, an entire Pantheon, or simply the numinous powers of the World itself, she is blessed and empowered even beyond normal Prophetic limits. Such Prophets are often wellknown, if not as a Prophet then as a public figure outspoken on a given issue or set of issues, and can frequently be seen strolling the corridors of power — but then, they’re just as comfortable on a street corner, if it serves their patron’s commands.Blessing
Prophets of Patrons or Pantheons gain five dots to spend on Birthrights related to the Patron or Pantheon. A Purview’s Prophet gains access to its Boons innately — if her Prophetic Destiny doesn’t allow her to accrue Legend, she gains the ability to do so through appropriate ritual sacrifice.Prophet of the People/Land/Culture
Sometimes, to find your purpose, you don’t need the stars or great figures or the gods, but the mountains that surround your city, your neighborhood’s monthly potluck, or your favorite science fiction convention. This Purpose binds the Prophet through a sacred pact which benefits both the Purpose and Prophet in intricate ways. Prophets will find themselves welcomed by their Purpose not just socially but also in ways not usually experienced. The Black Forest’s tree stumps will be comfortable seats for its Prophet, Prophets of the Goths will always hear their favorite songs when they strut into the clubs, and a Prophet of Miami will see billboards celebrating their birthday and sandcastles built in their honor. They’re intricately tied to their Purpose in unseen ways and work hard to help and protect them however they can.Blessing
Prophets of a People never suffer Complication on rolls for communicating or influencing those people or those closely associated with them. She may purchase the Covenant Birthright with them as the Birthright’s focus.Prophets of a Land may always perfectly orient themselves with respect to their land and cannot become lost while within it. They have an innate sense for the health and stability of the land and are always aware of anything that disturbs the status quo. Gain +2 Enhancement for actions taken to navigate, find someone or something, or establish stealth within the Prophet’s land.
Prophets of a Culture may purchase the Covenant Birthright with respect to that culture. In addition, she may create a Legendary Title for herself describing her relationship to that culture. Once per session, she may invoke that Title to gain +1 Scale for a single action.
Prophet of the Chosen/Cursed/Exiled
There are Prophets who look upon those closest to them and find Fate’s plans for them unacceptable. Like Merlin guiding Arthur, the Prophet steers their companion onto new paths, taking an unremarkable or undesirable Fate and transforming it into something grand. Whether their companion is destined to be a savior, cursed in grotesque ways, or exiled from their community for myriad reasons, this Purpose drives the Prophet to protect their companion, to right all wrongs done against them, and to see their glories and vengeance amplified.Blessing
This Purpose grants the Boon Companion Fatebinding permanently.Prophets with this Purpose, thanks to their obsession over a single individual’s destiny, gain the ability to work Fatebindings on behalf of their companion. They may engineer up to their highest Finesse Trait in Fatebindings, even if their companion could not ordinarily form a Fatebinding to begin with. The Prophet may also compel or invoke these Fatebinding after they’re formed.
Knacks
- Glimpses Forward: A Prophet can learn to read the symbolism Fate spins into the world, assembling cues and signifiers to glean an understanding of the future Fate holds. Once per session, the Prophet may ask one of the following questions about a particular topic (an individual, group, or course of action, for example):
- What is the greatest peril the subject faces?
- What must be done to ensure the subject does not come to disaster?
- What must never come to pass, if the subject is to prosper?
- How will the subject change the World, in ways great or small?
- Failure of Virtue: Once per session, the Prophet can foretell a Scion or God’s fall to a Virtuous rage. The next time that Scion spends Momentum (or at Storyguide’s discretion for NPCs), they enter the Virtuous Condition and move their Virtue track to one end or another, weighted by whichever end they happen to be near. If they’re in the middle of the track, the prophecy hangs over their head for the rest of the session.
- As the Prophecy Foretold: Once per session, the Prophet can declare that events happening in-game match a previously-made prediction and completely refill the Momentum pool.
- Inauspicious Signs: Once per session, the Prophet may remove up to 5 dice from the Tension pool, and remove half that amount (rounded up) from the Momentum pool.
- This is Not the Way: Sometimes, a person loses their way, but you’re particularly adept at finding their path again. When you advise another character, you may grant Enhancement and Complication equal to that character’s Attitude toward you (positive or negative!). The Enhancement applies to any action in keeping with your advice, while the Complication applies to actions that would work against it. If not bought off, despite the character’s success, Fate arranges for reminders in the form of strange happenstance, odd encounters, and others repeating your advice to the character unprompted. This effect lasts until the end of the session, and may only be used on a given character once per arc.
- You’re Going to Regret This: Without realizing it, one wrong choice can lead to catastrophic consequences. When you declare that an action taken by a character will have terrible and unforeseeable results, you may spend Momentum. At any time later in the session or even in future sessions, you may impose Complications on the character equal to Momentum points spent to power the cursed prophecy.
- Let Me Get That for You: Prophets can be shields against catastrophes and beacons of love and care, warning against Fate’s obstacles and hazards. Once per session, you can remove all Complications from a roll for yourself or another character. In addition, you gain the following Defensive Stunt:
- Come Prepared (varies): You may expend successes on your Full Defense Roll to negate Complications suffered by yourself or other characters on a one-for-one basis, representing your foreknowledge of such dangers.
[li[Obnoxiously Prepared: Once per session, the Prophet can remove all complications from a single action by retroactively having the foresight to prepare just the right tool, circumstances, etc.
Architect Knacks
- Ever Dream This Man?: It is more advantageous at times to be a friendly mystery than a loathed known. Once per session, the Architect can imbue a point of Legend to cause people to see the Architect in their dreams, on posters they’ve walked past, in the background of TV shows, and more. This affects an area with Scale equal to the Architect’s Presence. Anyone within this area gains +2 Enhancement to recognize the Architect, and cannot have their Attitude toward the Architect lowered save by magical effects. The Architect gains a +2 Enhancement to any Intrigue rolls against targets in this area.
- This Must Be the Place: During their travels, Architects come across places they know play an important role in their design. Once per session, the Architect can spend 1 Momentum to declare an area (no larger than a single mid-size building) to be sacred ground. For the duration of the session, the Architect and those with a positive Attitude toward them suffer no Complications while in the sanctified area, and anyone opposing the Architect’s design suffers a +3 Complication. If not bought off, their efforts are stymied as little things go wrong, all artfully arranged by the Architect ahead of time. By spending a point of Legend, the site becomes a shrine and has the effect permanently.
- Machines of Loving Grace: When it comes to their grand design, no detail is too small for an Architect’s notice, no action too far removed from them to be altered. By imbuing Legend when you interact with an individual, you can ensure that a single action or event takes place at a specified time and location, such as a certain switch being flipped at a particular time. You may operate a number of individuals away from your desired effect equal to your Legend Trait; at Legend 1, you could ensure action by another person by talking to them, while at Legend 3, you could have that person interact with someone who interacts with your actual target. This is not mind control, but mere engineering of happenstance and happy (or unhappy) accidents on the part of mortals. The Storyguide is the ultimate arbiter of what is possible with this Knack, and how long the “setup” will take, but generally speaking each step removed from the Architect should require a minimum of 1 hour.
Herald Knacks
- His Master’s Voice: Once per session, add your Presence score and your focus’ Legend score to a limited Enhancement pool. This pool can be applied to any roll made on behalf of the focus for the remainder of the session.
- Marked with Myrrh: Once per session, you can spend a Momentum point to anoint your focus as is appropriate to your context (oils, ghee, ashes, etc.) through a ritual that should take a scene to accomplish. Once the ritual is complete, the marked character is granted spiritual armor with the Soft 1 and Innocuous tags for the rest of the session.
- Private Caller: Despite all the speeches and sermons, there’s always at least one person that, if convinced, can bring their entire community into line. Spend 1 Momentum to gain perfect knowledge of how to bypass any security or other obstacles between yourself and your target, and gain +2 Enhancement on any rolls to do so. This Knack’s effects end once you’re in your target’s presence.
Miracleworker Knacks
- Greatest Show on Earth: You have a particular flair for showy miracles, which tends to get you lots of attention. When attempting to influence anyone who has seen one of your marvels at least once, gain +2 Enhancement. If you’ve used a marvel in their presence within the scene, gain +3 Enhancement instead.
- The Sincerest Form of Flattery: Miracleworkers manipulate the stuff of Fate rather than the inner workings of Purviews themselves, meaning that to them one marvel is much like another. If you witness another character create a marvel, for the remainder of the session you can create the same marvel, even if you don’t possess the Purview used.
- When You Believe: Miracles aren’t always a thing of faith in the World, but faith certainly doesn’t hurt. When you have the Sword of Damocles Condition, all your Integrity and Persuasion rolls not only don’t suffer from the Complication, but gain half the Complication (round up) as a standing Enhancement to those rolls. When the Sword of Damocles causes your marvels to go awry, they never do so in a way that would lower the Attitude of onlookers (which, in the absence of other easy targets, may mean it targets you more directly).
Oracle Knacks
- Empathy for the Seer: Once per scene, you can, upon achieving physical contact or locking eyes with another character, wordlessly provide information that the character was previously not privy to. This often takes the form of visions or sudden, numinous intuitions. If you spend a Momentum point when you do so, the character gets access to your skill specialties for the scene.
- Show Me: The vision of an Oracle is incomparable, sometimes resolving actions moment to moment. Once per session, spend Momentum to effectively “rewind” time — what transpired before was merely a perfectly clear vision of the immediate future. The amount of Momentum required varies according to the amount of time rewound: a single turn costs 1 Momentum, a full round 2, and an entire scene might cost anywhere up to 5 Momentum, which should represent about an hour’s time.
- Visions of What Went Before: An Oracle’s vision isn’t always locked to the future, for Fate carries a memory of has come before. You can recall events from the past, slipping into a trance as history plays out before your eyes in real time. You may spend Momentum to “scrub” around in time looking for critical moments; each Momentum spent allows you to identify a moment and search for it. For example, you might say, “show me when the fight starts.” If no moment in the scene matches your query, no Momentum is spent.
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