MENTAL EDGES

Someone’s will can sometimes be so strong, it borders on the divine. Scholars and scribes of the Gods have found ways to channel their minds to be something stronger than they were before. Scions that have Mental Edges are those that have trained their will to be nigh unbreakable, even under the most strenuous circumstances.

Conspiracy Seeker (•)

Conspiracy Seeker (•)

Sometimes, you’re given clues that don’t always add up. Your character, owever, can put all of the minute details together to form a larger picture. Whenever your character needs to make a roll involving putting pieces together or finding out information that ties into a larger conspiracy, they receive a +1 Enhancement.

Link to original

Divine Calculations (••)

Divine Calculations (••)

Being able to do minute calculations in your head can be extremely useful in many situations. Whenever your character needs to do calculations in their head quickly, whether it involves gambling, calculating the trajectory of something, code-breaking, or anything related to mathematical calculations, they receive a +2 Enhancement.

Link to original

Divine Will (•)

Divine Will (•)

There there’s a will, there’s a way. As long as your character is alive and conscious, she receives a +1 Enhancement per dot to any action that involves resisting mind-altering magic, drugs, or the effects of fear pain. May be purchased up to two times.

Link to original

Encyclopedic Knowledge (Topic) (•)

Encyclopedic Knowledge (Topic) (•)

Your character has always loved learning and has honed their attention on one subject in particular, acquiring a vast and encyclopedic knowledge about that particular niche topic. Your character receives a +1 Enhancement whenever making a roll that would involve knowledge from their particular set of studies. This may be purchased multiple times with different topics, representing acquiring knowledge in different fields of study.

Link to original

Engineer’s Bane (•)

Engineer’s Bane (•)

Pre-requisite: Scion

Your character has always had an almost supernatural effect on mechanical and technological items. Unfortunately, that effect means causing them to break or malfunction. Light bulbs flicker in her presence, and the subway spontaneously breaks down. Fortunately, she’s learned to control that ability over time. She doesn’t need tools to sabotage machinery or electronics and gains a +1 Enhancement to her roll.

Link to original

Mind Reader (••)

Mind Reader (••)

Some people say that your character is a mind reader. The fact is that it’s much simpler than that; it’s all about reading people and what they want. Your character always knows what a person desires most in the given moment, whether that’s a specific goal or something more intangible.

Link to original

Overprepared (•)

Overprepared (•)

Your character is sometimes called paranoid with how well he prepares himself for any given situation. However, it’s not paranoia when your worries turn out to be true—which is often the case when it comes to being a Scion. You may always choose to act first on the first turn of an action scene, moving the slowest player initiative slot to the top of the order for that turn.

Link to original

Quick-Witted (••)

Quick-Witted (••)

Some people are good with long-term plans that span weeks, months, or even years. Your character, however, is great at thinking on their feet. When your character encounters a situation and produces a plan in the moment to solve it, characters who follow the plan gain a +1 Enhancement when rolling their action as part of that plan. This must be approved by your Storyguide and is limited to once per Scene.

Link to original

The Predictable Choice (••)

The Predictable Choice (••)

Your character has noticed that people tend to follow a set path. It’s debatable whether this is because they’re imitating media or if media is imitating them, or if it’s just Fate moving people across a board — whatever the case, your character is able to predict the next course of action a person is likely to take. Once per scene, your character may inflict a +2 Complication on an opponent by calling out the target’s next action. This Complication lasts until the character next acts. While they have it, other characters gain +1 Enhancement when taking advantage of that foreknowledge. If the target’s next action is attacking your character, gain +1 Defense.
mental edge

Link to original

Uncanny Navigation (•)

Uncanny Navigation (•)

Your character has an uncanny knack for knowing exactly where they she is at all times. Even when she’s been blindfolded or disoriented, she can know generally which direction she’s been taken. Maps are a breeze, and she always knows which direction she’s facing. Your character never suffers penalties for navigating or finding her way. She also receives a +1 Enhancement whenever navigating or charting a course.

Link to original

Web of Fate (••)

Web of Fate (••)

Pre-requisite: Scion

While normal humans can gain information by hacking systems, a Scion can gather far more from a computer. By interpreting the flow of Fate as computer code and network information, your character has the uncanny ability to find almost anything online in record time. Receive a +2 Enhancement whenever researching a topic online with a computer, even topics that wouldn’t normally be available to the public.

Link to original

All Edges

Unheard-of feats of strength, blinding speed, unearthly grace, and rock-steady endurance are all part of being a Scion that focuses on their physicality. Being able to lift a car or scramble up the side of a building are all things that Scions are capable of doing — some, of course, are better at it than others.

Ascension (•)

Ascension (•)

Your character has the ability to climb up almost anything—including vertical surfaces. This supernatural ability gives your character a +2 Enhancement to Athletics whenever they attempt to climb any surface, from a rocky mountain face to a building.

Link to original

Balancing Act (•)

Balancing Act (•)

Your character has always had almost unnatural grace, especially when it comes to their balance. Your character never needs to roll for any action that requires a finely-tuned sense of balance, whether that’s walking a tight rope between two buildings or climbing into the rigging of a ship, unless someone is actively trying to topple her, in which case she receives +1 Enhancement to the relevant roll.

Link to original

Dauntless (••)

Dauntless (••)

Your character refuses to be down and out—even when they should. In fact, it’s pretty uncanny how many times they can be hit before they finally go down. By purchasing this Edge, your character gains one additional Bruised Injury Condition box. This Edge may be purchased twice.

Link to original

Divine Shield (••)

Divine Shield (••)

Pre-requisite: Scion

A slip of a knife or even a magical sword to the gut is no longer a dire circumstance for your character. Blades and even bullets will bounce off of him. Your character always has a Soft Armor Rating of 1, even when not wearing armor. This stacks with other armor. When choosing this Edge, a Scion must also choose an Achilles Heel of some kind, deciding on a certain type of item that will pierce their Divine Shield, or even an area on their body that is vulnerable to harm. This must be approved by your Storyguide.

Link to original

Keen Senses (•)

Keen Senses (•)

Your character has honed one of their senses to be supernaturally sensitive. Whether it’s their sense of touch, hearing, eyesight, smell, or taste (or something else for that matter), they’re capable of feats that others couldn’t even attempt. They may be able to distinguish someone approaching by their perfume or cologne, or they may be able to feel minute vibrations before an earthquake hits, depending on which sense you choose. For any action your character takes that would be aided by their chosen sense, receive +1 Enhancement.

Link to original

Stalwart (•)

Stalwart (•)

Pre-requisite: Scion

There are moments when a fight is too much, even for the most storied hero. Even then, however, she finds a way to overcome a challenge and stand up again. When your character receives a hit during a fight, she may imbue a Legend point to ignore an Injury Condition.

Link to original

Instant Reflexes (•)

Instant Reflexes (•)

Having fast reflexes can be useful for a lot of situations. However, there’s a difference between having fast reflexes, and having near-instantaneous reflexes. Your character has learned to respond almost via instinct to near any situation. Gain +1 Enhancement when your enhanced reflexes give you an edge, including Initiative rolls.

Link to original

Survivalist (••)

Survivalist (••)

Your character has been through situations that most other people wouldn’t have survived. They’ve learned how to go into the toughest terrain, braving mythical beasts and strange plants, and come out alive. Your character doesn’t suffer Complications for moving through wilderness areas, and they can always sense when animals or other creatures are nearby.

Link to original

Unearthly Speed (•)

Unearthly Speed (•)

Hermes would be both proud and jealous of how fast your character can run. She gains +1 Enhancement to Athletics rolls involving running or racing. This Edge may be purchased up to three times.

Link to original

Ungodly Strength (•)

Ungodly Strength (•)

Your character has trained for hours, building up her physique and strength. She receives a +1 to her Might for the purposes of lifting and carrying things, and she can throw anything she can lift twice as far as she normally could.

Link to original

Venom Bound (••)

Venom Bound (••)

Pre-requisite: Scion

Your character has always had an iron stomach. But as they embraced the otherworldly part of themselves, their ability to swallow almost anything turned into something legendary. In fact, their ability has transformed into not just being able to swallow anything, but also being able to resist the bites of venomous creatures that would kill a normal person. Whenever your character would receive a Condition from something involving venom or poison, suffer a Complication instead.

Link to original

Waterborne (•)

Waterborne (•)

Pre-requisite: Scion
Your character has always had an affinity with water, spending long hours swimming, diving, or sitting beside it. Over time, he’s realized that this connection allows him to swim faster, hold his breath longer, and even sense things within the depths of the ocean. Your character receives +1 Enhancement to any situation in which your character is swimming, must hold their breath, or is trying to sense something within water.

Link to original

Weathered (•)

Weathered (•)

There are some people who know the wilderness well, capable of surviving in it for weeks or even months. Your character, however, has learned to take this to another level. Due to his experience in the wilderness, he will not suffer any Complications from weather-related situations, such as prolonged exposure to rain, cold, heat, etc.

Link to original

SOCIAL EDGES

Scions with Social Edges are deeply invested in the World around them, whether through material or social ties. These Edges affect how Scions are perceived and can muster the attention of mortals toward the Scion’s ends.

Anonymous (••)

Anonymous (••)

Prerequisite: Appropriate Path
You live off the grid, making it incredibly difficult for people to track down recognizable information. This increases the Difficulty of all rolls to learn anything about you by +2. This penalty applies to computer searches, interviewing, public records, or financial information. People rarely remember who you are, and you have little trouble using your resources in ways that cannot be traced directly to you.
Drawback: You cannot have both this Edge and the Fame Edge for the same identity.

Link to original

Fame (• to •••)

Fame (• to •••)

You are well known among a particular group of people. You might be famous for a personal accomplishment, a stroke of blind luck, or perhaps for being the friend or lover of someone else famous. One dot of Fame means you are well known within a small subculture such as local cults, or a single city or that you were once widely known, like a retired famous athlete, decades after your career. Two dots of Fame mean that you are either instantly recognizable to a large subculture, a small country, or a similar following. Three dots of Fame gives you the worldwide name recognition of pop stars, movie stars, and other cultural icons. When choosing the Edge, define what you are known for. Each dot provides 1 Enhancement to any social actions among those who impressed by their celebrity. Additionally, you may treat your Fame as its own Path and invoke it once per session to access connections related to your reputation. Contacts invoked this way gain tags equal to your dots in Fame instead of two. Scions who possess mundane fame gain the attention of Fate more easily, deepening their bonds with the Fatebound in their presence. Whenever rolling to increase the strength of a Fatebinding, add your dots in the Fame edge to your Legend to help determine the dice pool.
Drawback: Characters with Fame cannot possess the Anonymous Edge.

Link to original

Hideout (•)

Hideout (•)

You have a hideout, such as a fortified apartment, a remote-but-secure cabin, or a defended outpost stocked with supplies. Your hideout has enough supplies to comfortably house you and your Band for weeks, as well as serving as a useful location to store any equipment you might have access to because of your Paths. Enemies that seek to infiltrate or enter your hideout without your permission face Complication 2 on rolls to enter the hideout; failure to buy it off results in injury. Prepared defenses and home advantage grant you and your allies Enhancement 2 to the Initiative roll and Defense rolls.

With an appropriate Path such as Adventurer or Life of Privilege, as well as Edges such as Fame or Wealth, you may make use of multiple hideouts roughly similar to the initial one by invoking your Path to gain access to a similar site.

Link to original

Local Hero (••)

Local Hero (••)

You are a hero to a local community, whether that is a working-class immigrant community or the local neighborhood of rakshasa. Describe what you did to create this bond and what kind of local community it was established with. You treat the relevant community as a Path which can be invoked like any of your other Paths. When dealing with members of this community, you gain Enhancement 2 on rolls that rely on your strong relationship.
Drawback: Taking care of the communities that rely on you is important. If you gain the Path Suspended Condition with your local community, it does not resolve at the end of the session, instead requiring you to fulfill a specific obligation to remove it.

Link to original

Striking Looks (••)

Striking Looks (••)

Your character’s appearance draws attention — either in a positive or negative way. Others find them particularly memorable, and they attract attention just standing around. Your character receives 2 Enhancement to any social action that benefits from his impressive mien.

Link to original

Wealth (• or •••)

Wealth (• or •••)

Your character is extraordinarily wealthy, whether through divinely inspired stock trading or the lucrative sale of a plutonian treasure haul. Decide what the source of your character’s prosperity is. Whenever influencing another character by exploiting their wealth or financial status, a character with the Wealth Edge treats the target’s Attitude toward them as one point higher. This benefit does not apply to those not interested in the character’s wealth. This stacks with the Innate Power of the Prosperity Purview (Scion: Hero, p. 258). At one dot, your character always has money on hand to make things happen, whether it’s paying for a dinner at a five-star restaurant, purchasing a brand-new sports car or winning an auction for a desirable painting. You can just give away enough money to make regular people blink twice, this money provides Enhancement 1 on a relevant social action once per scene. At three dots, your character’s wealth can change the lives of thousands. You can hand away enough money to change somebody’s life, giving +3 Enhancement on a relevant social action once per scene. You can treat your Wealth as its own Path and invoke it once per session to accomplish extraordinary feats like chartering a massive freighter, purchasing a building, or hiring mercenaries. If you already have a relevant Path such as Life of Privilege (Scion: Origin, p. 101), you may use this benefit to invoke that Path twice in a single session.
Drawback: A lot of money draws a lot of attention. Those investigating your character’s whereabouts or habits gain +2 Enhancement if you possess this Edge. Against characters that revile the wealthy, your character suffers a +2 Complication on social actions; failure to buy off this penalty results in their Attitude toward your character worsening by one step as you commit a faux pas that demonstrates how out of touch you are.

Link to original

MYTHIC EDGES

The powers of Legend and Fate can be honed by a Scion in possession of Mythic Edges. These Edges nearly universally call upon the power of Legend or augment the capabilities of those in possession of Legend. All Mythic Edges require at least Legend 1 to purchase, though some may be restricted to kinds of beings such as Scions.

Acquired Knack (•••)

Acquired Knack (•••)

Prerequisite: Hero-tier or higher
Through a significant Deed, you have aided a God. Name this God and describe how you helped them. You may select a single Heroic Knack from one of the selected God’s Callings, regardless of whether you share the Calling or not.

Link to original

Divine Blessing (••)

Divine Blessing (••)

Prerequisite: Pantheon-specific Path
You’ve been blessed by a God from your Pantheon with a small but significant benison. Select a Purview from the God’s list of Purviews to be blessed by. Once per session, you may choose between either gaining Enhancement 2 to a single roll in the scene thematically related to the chosen Purview or having access to the Innate Power of the chosen Purview for a scene.
Drawback: Your blessing depends on your God’s favor. Should you ever suffer the Path Suspended or Path Revoked Conditions, you lose access to your Divine Blessing until you restore favor with your deity.

Link to original

Font of Legend (•••)

Font of Legend (•••)

You have discovered a place of great mystical significance, such as a fountain with supernatural properties, a grove of sacred peaches or a circle of ritual stones. By spending a scene engaging with or sampling the sacred nature of this space, you can recoup your power. Once per story, by spending a scene interacting with your Font of Legend, you can regain a point of Legend.
Drawback: Such magical places draw attention. Seekers of knowledge, rival Scions and Denizens of the World often search for these sacred locations to take advantage of their properties and may seek to seize it from you.

Link to original

Helen’s Grace (••)

Helen’s Grace (••)

Prerequisite: Striking Looks, Beauty Purview
Kings and Queens would start wars for your favor. Your beauty is so great or awe-inspiring that Fate moves to realize your power. If Beauty is not already an Innate Purview, you may treat it as one. Once per act, you may discount a single use of the Beauty Purview, lowering the spent Legend cost by 1. If this reduces the cost to zero, Imbue 1 Legend instead. For Fatebindings and other effects, treat this Legend as if it were spent.

Link to original

Lair (••)

Lair (••)

Prerequisite: Hideout
Your hideout is more than just a place to lay low, it has become suffused with the transformative power of your Legend. A lair always possesses uncanny elements. Examples include a fortified apartment-shrine, a squatted-in temple (not necessarily dedicated to you), or a lived-in cave system marked as your territory. Your Lair possesses all the benefits of a Hideout. The traps that bar entry to the Lair are supernatural in nature, acidic waters, curses, impressive traps: Increase the Complication to 3 and add the Aggravated tag to any injuries suffered. You gain access to one of the following Lair benefits, unlocking one additional benefit with each repurchase:

  • Once per scene, you may perform a Marvel in a designated Purview by Imbuing Legend instead of Spending it. The designated Purview and any Marvels generated must be thematically tied to the Lair.
  • You may spend 1 Legend while passing through a thematically related portal to reappear immediately within your Lair. Entering a utility access hole to return to your lair in the sewers, for example.
  • You gain access to an appropriate Knack as long as you are within your Lair. This functions as other Knacks granted by Birthrights. This option may be repurchased multiple times.
  • Your Lair also functions as a Gate to a Midrealm (or more rarely, an Underworld). Determine an appropriate key required to pass through your Lair and into the target destination.
  • Your Lair possesses a supernatural quality, such as a labyrinth that is larger on the inside than the out- side, sacred geometry that enhances or encourages particular actions, or curses and other supernatu- ral hazards to frustrate your enemies. This either provides Enhancement 2 once per scene to an ally undertaking an appropriate action or imposes a once per scene Complication 3 on all enemies. Failure to buy off this Complication may result in injuries, delays to reach the heart of the Lair, or other appropriate difficulties. This option may be repurchased multiple times.
  • You are not the only resident in your Lair. You gain a Creature Birthright with dots equal to your Legend + 1 that resides in your Lair. It will not leave willingly but will fight alongside you. You may repurchase this Edge a number of times equal to your Legend. A Lair may also serve as a Font of Legend if you have both Edges.
Link to original

Magnified Title (••••)

Magnified Title (••••)

Prerequisite: Scion, Fame •••
Your fame aids your Legendary Title. If you Invoke your Legendary Title in a way that involves your Fame somehow, you increase Scale by two rather than one.
Drawback: Any use of this Edge draws significant attention, particularly from those tied to your Fame. They will judge the use of your power, for better or worse.

Link to original

Occultation (•••)

Occultation (•••)

Prerequisite: Anonymous
You have occluded your identity from the World itself. The World forgets you, your name disappearing from databases and all evidence of your identity fading away whenever anyone tries to determine your identity. Characters attempting to investigate your character suffer a +3 Complication on rolls to uncover facts about you. Failure to buy off the Complication causes the information to become occluded: While they may discover a person was present at the scene of the crime, identifying information that could lead back to your character disappears. This does not affect your Legend, and while you may be famous (or infamous) for your Deeds, they are attributed to an archetypal figure such as a masked vigilante, an anonymous monster or another identity not tied to you directly.
Drawback: This effect cannot be turned off. Attempts to assert your true identity to others must overcome the same Complication, or risk your credit coming back blank, or an inability to verify your identity. As your Legend grows, the archetypal identity to which your Deeds are attributed may become a lightning rod for Fate. Enemies and Fatebound may not know the true identity of the person they’re causing problems for, but those problems will follow you home, affecting your life however indirectly.

Link to original

Source of Power (•••)

Source of Power (•••)

Prerequisite: Scion
You have studied under a Sorcerer or another strange being who draws Legend from the World in an unusual fashion. Select a single Source for Legend from another template such as a Sorcerer, Denizen or Prophet. You may regain Legend in the same fashion, subject to the same limitations. Note that drawing on power one isn’t entitled to is a good way to draw the ire of powerful beings.

Link to original

Supernal Miracles (•••••)

Supernal Miracles (•••••)

Prerequisite: Legend 4
At the height of a Hero’s power, you are capable of great, world-shaking miracles within your favored Purview. Select a single Purview you have access to, either an Innate Purview or by Birthrights. You may imbue Legend to perform marvels with that Purview, rather than spending it. If the marvel already calls for imbuing Legend, once per episode, you may do so freely. If you achieve Legend 5, you lose this Edge and are refunded for it.
Drawback: Your Marvels are more powerful, but also more destructive. Whenever you use this Edge, add +1 Complication to subsequent actions taken during the scene, up to a maximum of +3. Failure to buy off this Complication results in the destructive overflow of power: One of the following effects occurs: The Field is suffused with an aspect of the relevant Purview, disturbing or surprising onlookers and drawing attention; An environmental disaster or friendly fire injuries a single major ally or a number of bystander in the Field; an object or structure in the Field is damaged or destroyed outright; Onlookers become angry with or fearful of your power, lowering their Attitude toward you by one. This Complication resets at the end of the scene.

Link to original