MECHANICS

A Saint has the following traits, in addition to the Virtue track described in Scion: Origin:
Cardinal Virtue: When a Saint’s actions cause them to move on their Virtue track, they move twice as far as normal. Thus, a Saint can only occupy the endpoints or exact middle of the Virtue track. Saint Knacks may refer to a Saint’s Virtue rating; this is either 3 or 1, depending on whether the Saint is currently at an endpoint or the center of the track, respectively.
Humanity’s Finest: A Saint cannot be a Scion and cannot gain Legend unless they are also a Sorcerer (p. 60). In most cases, a Saint will not have any other Supernatural Paths, but if the other players are fine with it, it’s possible to combine them. If a Saint ever gains access to a Marvel or Boon with a Legend cost via a Birthright, they activate it by immediately ending the Virtuous Condition and returning to the center of the Virtue track.
Culture Hero: While a Saint cannot gain Legend, they are able to have up to three Callings. Whenever a Band’s members would gain Legend, a Saint in that Band gains one dot to spend on Callings at appropriate Legend dots, either Saint or up to two others, as if they had gained Legend like their Bandmates. When they first enter Hero Tier, they gain 4 dots of Callings despite remaining a normal human, for a total of 5 dots. All of their Callings must have at least one dot.

HERO TIER

Fated Exemplar: Saints do not have Legend or Omens, but can still have Fatebindings. A Saint may have a number of Fatebindings equal to their Saint Calling rating. Any time a Fatebinding would cause the Saint to gain Legend, they instead inflict the Virtuous condition on the Fatebound Storyguide Character; if the Saint is currently Virtuous, it applies to the same Virtue. Otherwise, the Saint selects one of their Virtues for the condition to apply to. Any time that the Saint’s Legend would be called for when dealing with the Fatebound for any reason, use the value of the Saint’s Saint Calling instead.

DEMIGOD TIER

Saints gain all of the same benefits from Demigod Tier that Scions do with the following exceptions:
Saints do not gain An Ear for Prayer or Ichor for Blood (see Scion: Demigod, p. 130) and continue to have no Omens. They can gain Realm Fatebindings, Knacks and Birthrights, though they cannot learn Purviews from them normally. They are able to gain specific Marvels or Boons, however.

Fated Champion: Saints may now have additional Fatebindings on top of the ones they were allowed via Fated Exemplar. Double the Saint’s Saint Calling when using its value in place of Legend per Fated Exemplar.
World-Shaking Virtue: Saints have access to Divinity Dice (see Demigod, p. 154) but may only use them while Virtuous.

Saints

• Implacable Sacrifice

When you become Taken Out, you may perform a single action before it takes effect. You gain Enhancement to this action equal to your Virtue rating or the Enhancement of the attack that made you get Taken Out, whichever is greater. Once per session, you may choose to end the Virtuous Condition and return to the center of the Virtue track to use this when you gain any Injury Condition rather than Taken Out.

• Blood of the Valiant

(Prerequisite: Implacable Sacrifice): When someone would suffer an Injury Condition and is within Close range of you, you may take the Injury Condition instead. If you or they have the Virtuous Condition, their next action gains Enhancement equal to your Virtue rating. If this causes a Maimed or worse Injury Condition and you were not already Virtuous, you become Virtuous in the Virtue of your choice.

• If I Can Do It, So Can You:

You show humanity what they are capable of by your very existence. Once per session, when you succeed at an effort to overcome an obstacle, such as climbing a cliff, solving a maze or breaking through a blockade, you can bring up to your successes in other characters with you, granting them automatic success at the same deed. This does not count as spending those successes on a stunt. Characters Fatebound to you and trivial targets do not count against that limit.

• The Divine Eye

(Prerequisite: If I Can Do It, So Can You)
You always know the Virtues that most influence anyone you meet, even if they do not actually have a Virtue track. You get enhancement equal to your Virtue rating on all Social rolls that align with or encourage these Virtues when dealing with them. If you have the same Virtues as they do, this Enhancement applies before rolling.

• It Is Not in Heaven

You act with Virtue, and you demand that the powerful live up to their Virtue as well. Once per session, when you are arguing or fighting with someone and they spend Tension or Legend, you may clearly stand against them. They get Complication 3 to their next attempt to argue with or fight with you. If this is not bought off, every Storyguide Character nearby not directly involved in the conflict believes they are in the wrong, no matter what, and cannot be convinced otherwise for the rest of the scene.

• Voice of the Mob

(Prerequisite: It Is Not in Heaven)
While you have the Virtuous Condition, any action that would stop you from being able to speak suffers Complication 3 which, if not bought off, causes all human Storyguide Characters present to become angry at whoever silenced you. While you do not have the Virtuous Condition, any action trying to track you or your whereabouts suffers Complication 3 which, if not bought off, gets the tracker into trouble with a local human organization.

• Miracle

Once per session, a Saint can perform a Twist of Fate that’s not tied to their Path. This can be anything from healing the sick masses to bringing a newly-dead person back to life from being mostly-dead. This may border on the supernatural, though it’s rarely anything explicit; the dead man’s heart starts beating again, while the sufferers of plague feel their coughs recede over the course of a scene.

• Stainless

While you have the Virtuous Condition, it is impossible for anything to make you act against your Virtues, even divine powers seizing control of your body directly. When someone attempts to do so, you may choose to pass your Virtuous Condition to them. If you do, you return to the center of the Virtue track and lose the Condition yourself. Even if they have different Virtues than you, their new Condition is identical to the one you had.

• My Cause Sustains Me

(Prerequisite: Stainless)
While you have the Virtuous Condition, you do not need to eat, drink, or sleep. You may choose to end the Virtuous Condition immediately and return to the center of the Virtue track to ignore the effects of a single Injury Condition for the rest of the scene. If you do, once the scene ends, you must rest for a full day.

• Virtuous Might

Once per session, a Saint may cancel out Scale equal to their position on the Virtue track (maximum 3, minimum 1) for the scene on a single target. This can be anything from stopping a speeding truck from killing them (Scale 2 to 0) to slapping a God like they would any oth- er mortal (cancelling the God’s defensive Scale). Despite the name, this applies to any expression of Scale, including social and mental.

• Castigate

(Prerequisite: Virtuous Might)
When you witness someone acting against one of your Virtues, you get Enhancement on your next action that would harm them this scene, physically or otherwise. This Enhancement is equal to your Virtue rating.

• Renunciation

(Prerequisite: Miracle)
Your strength of will ensures that even the divine hesitates in the force of your Virtue. When you are targeted by a divine Marvel or other effect that costs Legend or Tension, you may choose to end the Virtuous Condition and return to the center of the Virtue track to cause a Clash of Wills against the effect’s source. If you succeed, the effect does nothing to you. If you fail, the roll generates Momentum like a normal failed roll.

IMMORTAL SAINT KNACKS

•• Beyond the Ninth Wave

(Prerequisite: My Cause Sustains Me)
While you have the Virtuous Condition, you ignore the Scale of anything that would physically harm you. A tank shell is like a rifle bullet, a divinely charged fist like a normal punch from a master fighter. You can still be harmed, but Scale does not provide extra successes. Once per session, you may end the Virtuous Condition immediately and return to the center of the Virtue track to negate a single attack entirely — it doesn’t affect you or anyone else in any way.

•• The Deserved Gift

(Prerequisite: Renunciation)
Once per session, you may call on your Virtues for a greater miracle. Select another character. They gain the Blessed Virtue Condition toward one of your Virtues of your choice.

•• Heaven’s Will

(Prerequisite: Castigate)
While you are Virtuous, you ignore the defensive Scale of anything you attack. You can cut through tank armor like it was Kevlar, fistfight a God or wrestle a giant. Once per session, you may end the Virtuous Condition immediately and return to the center of the Virtue track to ignore all immunities to damage for a single attack.

•• MARTYR

(Prerequisite: Blood of the Valiant)
Your Virtue shines brightest at your worst moments. While you are Virtuous, when you are Taken Out, you may choose: any trivial targets or foes of lesser Tier than you immediately stop fighting and stare in awe for the rest of the scene or until attacked, whichever comes first, or all of your allies gain Enhancement equal to your Virtue rating to any attack against the foe that caused you to become Taken Out for the rest of the scene. Once per session, you may immediately end the Virtuous Condition and return to the center of the Virtue track to gain this benefit when you take any Injury condition rather than when you are Taken Out.

•• Passion Play

The strength of your dedication and passion is contagious. Everyone in your presence who has a Virtue track moves twice as far on the Virtue track as they normally would whenever they move along the Virtue Track. Whenever someone in your presence becomes Virtuous, gain Momentum.

•• Svabhava

(Prerequisite: The Divine Eye)
While you are Virtuous, anything you say which is true is obviously true to everyone hearing it - no one can doubt you when you say something that is true. Whenever you witness someone take an action resonating with one of your Virtues, you may immediately end your Virtuous Condition and return to the center of the Virtue track to reinforce the basic truth of their actions, reducing the total Complication they suffer on the action by 3.

•• We Are Greater

(Prerequisite: Voice of the Mob)
While you are Virtuous, anyone that follows you who would normally be considered a trivial target does not count as one for any effect that might harm them. In addition, they are entirely fearless. Once per session, you may immediately end the Virtuous Condition and return to the center of the Virtue track to temporarily turn a crowd of normal mortals into a temporary Followers birthright for the rest of the scene. They have dots equal to your Saint Calling rating, but must have one of the Group or Mob tags.

BIRTHRIGHTS

Followers and Creatures function as normal. Guides cannot grant Purview access. However, instead, a Saint may gain access to a single type of Marvel or a single Boon from a single Purview via their Guide, usable through the pantheon Motif most suitable to the Guide.

Relics cannot grant Purview access. However, instead, a Saint may gain access to a single type of Marvel or a single Boon through a single Purview via their Relic. This costs one dot, and may be taken up to twice on a Relic. If this option is taken, the Saint also gains a Relic Motif through the Relic. At Demigod tier, each dot may provide two types of Marvel, but still only a single Boon.

Saints cannot gain the Cult Birthright (see Scion: Mysteries of the World, p. 23) or the Sanctum Birthright (see Demigod, p. 138).

Saints may gain Realm Birthrights (see Demigod, p. 141) at Demigod tier as normal.

While Saints do not have a Legend score, they are still able to have a single Legendary Birthright at Demigod tier. However, their lack of Legend score means that they will not be able to use all the benefits of every Legendary Birthright; for example, they cannot use the Calling All Creatures benefit of a Legendary Creature (see Demigod, p. 132) because they have no Legend to use to invoke for Scale

BLESSED VIRTUE

You are charged with the power of Virtue, granting you power while you act in accord with the blessing and weakening you when you act against it. This is always aligned toward a specific Virtue, which should be noted when the Condition is gained.

Effect: Whenever you act against the Virtue this Condition is aligned with, you suffer Complication 2, as Fate turns against you. When you act in accord with the Virtue this condition is aligned with, you get +1
Enhancement.

Momentum: Whenever you act against the Virtue this Condition is aligned with or when acting in accord with that Virtue gets you into trouble, gain 1 Momentum.

Resolution: You may choose to resolve this Condition at any time. When you do, you may invoke it for a Twist of Fate as if it were one of your Paths. This Twist of Fate must be related to the Virtue this Condition is aligned with. Alternatively, this Condition ends at the end of the session.

VIRTUOUS CONDITION

You are suffused with the philosophy of your pantheon’s ethos. While this grants you additional power and puissance, it also limits your ability to act freely.
Effect: Every point of Momentum you spend to augment a roll with a Virtue receives an additional die that doesn’t come out of the pool — more bang for your buck. However, you must continue to act and fulfill the pantheon Virtue, and you cannot act against it — an Æsir Scion must attack a foe (even one far greater than they) with Audacity when they’re confronted, while a Shén suffused with Yang must indulge his passions at every opportunity.
Momentum: Every time your Virtue rage causes trouble, add another point of Momentum into the pool.
Resolution: Reinforcing the opposing pantheon Virtue resolves the Condition. Note that this can only occur with an action that reinforces the opposing Virtue without contradicting the Condition’s effect. The Æsir must indulge in melancholy and Fatalism without missing an opportunity to be Audacious, while the Shén must calm his chi with contemplative, cold yin