Legend, Callings, Purviews, and Powers

Scions and other mythic individuals develop a Legend rating as their deeds and renown grow. Legend is unlocked independently from character Advances through story rewards.

All individuals with a Legend rating have up to three Callings, which represent particular aspects of the character’s mythic personality. Each Calling grants a few thematic knacks, as well as permission to buy related Powers.

Legendary individuals of Hero or greater status develop Purviews, which indicate their portfolio of divine associations. Each Purview grants innate boons, as well as permission to buy other related Powers.

All individuals with an Arcane Background, including Scions, can take Powers from the Savage Worlds roleplaying game (starting on page 147). For Scions, the available powers for purchase are based on Callings and Purviews. All characters with Arcane Background (Gifted) start with a single such Power, and may take the New Powers edge to add more from the available options.

Legend

Legend is rated from 0-12. All characters with a Legend rating are also Wild Cards, and roll a wild die for tests.

  • 0: Some characters have no Legend yet, but are Wild Cards with the capacity to grow stronger. They use a d6 wild die.
  • 1-4: At this rating, the character is considered a Hero, and uses a d6 wild die. Heroes may live longer lives, but will die normally to violence and eventually expire to age if they have not become Demigods.
  • 5-8: After gaining this level of Legend, the character is a Demigod, no longer ages, and is extremely difficult to kill for good. Demigods use a d8 wild die.
  • 9-12: Successful Demigods may eventually become full Gods. Gods use a d10 wild die.

Levels of Legend can be imbued into effects, becoming temporarily unavailable. Some Purview boons and most immortal knacks require Legend to be imbued in this way, and any Legendary character may imbue Legend on an ad hoc basis to overwhelm the mortal world with mythic logic (i.e., narrative editing to cause something awesome to happen).

Particularly potent use of Legend may cause the point to be spent, rather than imbued, requiring the character to accept fatebindings or make sacrifices to free up the point of Legend.

For every Legend rating, the character gains a Legendary title based on the keywords within that character’s Callings. A character’s uses of Legend are more potent when drawing upon a title. See Scion: Hero for a list of keywords for each Calling.

Callings

Each Calling grants the listed knacks, as well as grants permission to buy the listed Powers. Each Calling also lists Edges that are recommended for characters with that Calling.

Creator

  • Heroic Knack: You may jury rig items in combat, creating impossible contraptions and repairs that would normally take hours or days and an entire workshop. The created item lasts one round, plus one for each raise.
  • Immortal Knack: Imbue a point of Legend to perceive and communicate via wireless signals for one scene. Imbue one or more Legend points to halve the time a creative project should take (quarter for 2, eighth for 3, and so on).
  • Power Permissions: Arcane Protection, Barrier, Detect/Conceal Arcana, Illusion
  • Suggested Edges: Brawny, Filthy Rich, Trademark Weapon, Artificer, McGyver, Mr. Fix It, Scavenger

Guardian

  • Heroic Knack: When you stand guard over a person, place, or thing, you do not need to eat or sleep while your vigil persists (the target must remain within your sight and/or immediate reach). You cannot be surprised by threats upon the target of your vigil. You may spend Momentum to force attacks against the subject of your vigil to target you instead.
  • Immortal Knack: Imbue a point of Legend into the subject of your vigil. So long as you leave that point imbued, you may spend Momentum to instantly appear at that subject’s side when it is threatened (and this resumes your vigil). If you use a Power to protect yourself, that Power automatically extends to the subject of your imbued subject when you are maintaining a vigil.
  • Power Permissions: Arcane Protection, Deflection, Environmental Protection, Protection
  • Suggested Edges: Arcane Resistance, Brave, Quick, Block, Hard to Kill, Iron Jaw, Nerves of Steel, Hold the Line!, Concentration, Bolster, Common Bond, Danger Sense

Healer

  • Heroic Knack: Your Healing skill rolls take one minute instead of ten, and the Golden Hour is extended to two hours when you’re healing a subject (either with the skill or with the Power). You may make a Healing skill roll to remove the Shaken condition from an ally you can touch.
  • Immortal Knack: Imbue a point of Legend to revive a deceased target that died within the last three minutes (you must then attempt to repair the injuries that killed the target). When you recover from an illness or poison, imbue a point of Legend to generate a cure/antidote from your blood.
  • Power Permissions: Boost/Lower Trait, Empathy, Healing, Relief
  • Suggested Edges: Fast Healer, Extraction, Soul Drain, Bolster, Common Bond, Reliable, Healer

Hunter

  • Heroic Knack: Spend a point of Momentum to designate a target as your quarry. You may only have one quarry at a time. You gain +2 to all rolls to track, chase, and sneak up on your target. If you miss your target with an attack, generate an additional point of Momentum.
  • Immortal Knack: Imbue one or more points of Legend to bind your quarry. While you maintain that target as a quarry (and keep the Legend imbued), the target cannot escape you without imbuing a greater number of points of Legend into the escape. You gain an innate sense of the quarry’s direction from you and fate conspires to provide you with clues to pursue (even across dimensions).
  • Power Permissions: Darksight, Entangle, Farsight, Fear
  • Suggested Edges: Fleet-Footed, Dead Shot, Giant Killer, Killer Instinct, Assassin, Woodsman

Judge

  • Heroic Knack: Spend a point of Momentum to designate an individual or a room (or similar limited area) as your case. You may only have one case at a time. You gain +2 to all Smarts-based skills and tests to gather information about the case or resist being manipulated/tricked by the case.
  • Immortal Knack: Imbue a point of Legend to bind an oath or a sentence. While you maintain that imbued Legend, the subjects gain +1 to all rolls directly related to trying to fulfill the oath/sentence, but suffer a level of Fatigue for deliberately violating it.
  • Power Permissions: Banish, Detect/Conceal Arcana, Dispel, Empathy
  • Suggested Edges: Alertness, Calculating, Command, Investigator

Leader

  • Heroic Knack: Spend a point of Momentum to gain the attention of everyone within line of sight when you enter a room or when a crisis happens. You may immediately make a Battle, Intimidation, or Persuasion roll to get the crowd to do what you want. Treat this as a Persuasion roll against the Reaction table, with the reaction range varying based on the situation (e.g., when a titan beast attacks a room, Hostile is total panic while Helpful is everyone staying calm and organizing to fight it). Unlike a normal reaction roll, you can apply more than two raises to the result.
  • Immortal Knack: Imbue a point of Legend into a named follower or an entire group that you’ve made Helpful with your heroic knack. While that point is imbued, all subjects that can see you automatically succeed at any challenges that you succeed at which affect the entire group (e.g., resisting fear/toxins/environmental effects, sneaking, overcoming an obstacle, etc.). This does not apply to attacks.
  • Power Permissions: Boost/Lower Trait, Fear, Puppet, Speak Language
  • Suggested Edges: Brave, Charismatic, Fame, all Leadership edges, Bolster, Work the Room

Liminal

  • Heroic Knack: Spend a point of Momentum to shroud yourself in privacy for a scene and gain the following benefits: Most people* will assume you’re an unimportant bystander until you take a hostile or dramatic action, and not pay attention to you. Mundane means cannot be used to surveil you (e.g., recordings fail, circumstances interfere with bugs and lip-reading, etc.). Anyone who didn’t interact with you can barely remember or describe you, and those that did have +2 difficulty to investigate or track you from the scene. * Guards may be an exception, as is anyone in a space where only a specific list of known people are supposed to have access.
  • Immortal Knack: Imbue a point of Legend to skip the intervening space for one round’s movement (i.e., teleport up to your speed to a location you can see or could otherwise reach by running with one move). If you recover the imbued Legend before the end of the scene, you cannot use this knack again or spend Momentum until the end of the scene.
  • Power Permissions: Darksight, Disguise, Environmental Protection, Speak Language
  • Suggested Edges: Fleet-Footed, Quick, Dodge, Extraction, Free Runner, Ace, Danger Sense

Lover

  • Heroic Knack: As long as you are not taking hostile actions, enemies must spend Momentum to attack you instead of one of your allies in the scene (but may include you in group attacks). You are not limited to only two shifts on the Reaction chart when making Persuasion rolls. When you touch an individual, spend a point of Momentum to learn which other character in the scene (if any) they love the most and/or are most attracted to.
  • Immortal Knack: Imbue a point of Legend into an individual or a crowd. While that Legend is imbued, you become an object of adoration for the target or group. All of your qualities to which the subjects are attracted are magnified and all of your flaws are ignored. Targets of equal or lower Legend have +4 difficulty to Notice anything about you you don’t want them to, and you gain +2 to Performance, Persuasion, and Taunt rolls against the target. If you imbue a crowd, all rolls must target the entire group to receive the bonus.
  • Power Permissions: Beast Friend, Empathy, Mind Reading, Puppet
  • Suggested Edges: Attractive, Charismatic, Fame, Fervor, Inspire, all Social edges

Sage

  • Heroic Knack: Your Research rolls take 1/10 the time they would take anyone else without this knack. You may spend a point of Momentum to activate an eidetic memory for one round: you burn the scene into your mind (including up to a few seconds on either side of the expenditure, to fully remember a short but complex phrase or pattern), or can perfectly memorize a page or two of information you’ve only glanced at. You will subsequently be able to fully recall any details.
  • Immortal Knack: Imbue one or more points of Legend into a language or code. While the Legend is imbued, you speak the language flawlessly as if you were a native, or may effortlessly break the code (unless it was created by a Sage with more Legend than the number of points you imbued). Conversely, you may imbue one Legend for a week of effort to create a code or language that may only be comprehended by those you teach (or Sages able to imbue as much Legend as your Legend total).
  • Power Permissions: Detect/Conceal Arcana, Divination, Object Reading, Speak Language
  • Suggested Edges: Calculating, Level Headed, Tactician, Concentration, Jack-of-all-Trades, Scholar

Trickster

  • Heroic Knack: Opponents raise all difficulties to trick you, lie to you, or steal from you by +2. When you are caught in a trick, lie, or theft, you may spend a point of Momentum to confuse, distract, or redirect the discovery. Make a Performance roll: success gives you a round to escape, and each raise gives you an additional round of head start. If the situation makes it plausible to pass the blame to someone else, you may get off scott free if your patsy looks guilty enough.
  • Immortal Knack: Imbue a point of Legend into a simulacrum of yourself that can act independently on your agenda while the point of Legend is imbued. Each of you knows what the other knows, and the doppelganger can use all your traits (you are functionally in multiple places at once). All your difficulties for Smarts skills and tests are increased by +2 for each doppelganger you have active (it’s hard to split your attention effectively). Your doppleganger instantly turns to smoke if it is Shaken or takes a Wound. Spend a point of Legend the first time you are Shaken or take a Wound in a scene to retroactively reveal that you were a doppelganger, and you are actually safe somewhere outside of the scene (works best if you seem to die in an explosion).
  • Power Permissions: Blind, Confusion, Detect/Conceal Arcana, Disguise
  • Suggested Edges: Charismatic, Extraction, Hard to Kill, Acrobat, Thief, Humiliate, Retort, Streetwise

Warrior

  • Heroic Knack: You may spend one hour of workout, meditation, or practice to reallocate any or all the Combat edges you’ve chosen and spend them to buy different Combat edges. You must still meet all Requirements for the edges you pick. If desired, you may leave edges unspent after a workout, and then spend a point of Momentum to instantly fill one of those gaps, even if it is not your turn.
  • Immortal Knack: Imbue one or more points of Legend into a battle. Raise your Parry and Toughness by the number of points imbued for the duration of the battle. This also has mythic ramifications: the more points spent, the more epic the fight becomes, and the more attention it may draw from other powers.
  • Power Permissions: Deflection, Sloth/Speed, Smite, Warrior’s Gift
  • Suggested Edges: Ambidextrous, Berserk, Brawny, Brute, all Combat edges, Soldier, Champion