Mantle - Scion


Scion (Otherwordly Scale)

One of your parents was a greater god. You were born with exceptional abilities, but also exceptional responsibility. Your High Concept should include a reference to your Divine Parent

Your actions generally have Otherworldly Scale.


Divine Power (sticky): [ ][ ][ ][ ][ ]

You have the power of the Gods running through your veins. Mark a box when using certain stunts provided by this mantle. Mark 3 boxes to have a friendly NPC connected to your God appear and offer aid or information. Once per scenario, you may mark all 5 boxes to operate at Legendary Scale for a scene. Recover one box at the conclusion of any scene in which you do not mark a box. Recover two boxes at the start of a new session.

Divine Responsibility (sticky): [ ]

Mark this condition when you act against your God’s wishes or best interests. You may not any boxes of Divine Power (but retain your Scale) until you recover from this Condition. Recover from this condition by spending a scene communing with your divine relation.

Unwanted Attention (sticky): [ ]

Mark this condition when you are seen in public performing feats well beyond human norms or otherwise causing mass chaos. As long as this Condition is marked, you are at risk of being recognized and hunted. You gain an aspect related the chaos you caused and the GM gets one free invoke. Recover this condition after spending a scene dealing with your “Unwanted Attention”, be it a physical conflict or a social encounter.


Marked by Power:

Your abilities are well respected by those who know of them. Receive +1 to all Social actions against NPCs who know who you are. This bonus does not apply to openly hostile NPCs.

You may choose two additional stunts from the list below.


Faster, Stronger, Tougher:

Mark a box of Divine Power to add +1 to any physical action. The GM may elect to add scale (page 182).

Inhuman Toughness:

Mark a box of Divine Power to soak two shifts of Physical Stress.

Inhuman Recovery:

Outside of a conflict, mark a box of Divine Power to treat a sticky condition relating to physical injury as if it were fleeting.

Legendary Beauty:

Gain +1 to all Flair or Guile rolls where your extraordinary beauty would prove helpful. You may mark a box of Divine Power to increase the bonus to +2.

Item of Power:

You have a magical item blessed by your divine parent. One of your Aspects should reflect this. Choose 1 action type. Gain +1 to your roll and lower opposition Scale to yours when using the Item for that action. You may take this stunt multiple times to choose different actions, but may only ever have one Item.

Elemental Magic:

Choose 1 Element and 1 Approach. Mark a box of Divine Power to perform magic with that element as per Evocation (pg 140). Mark In Peril and Doomed in place of Exhausted and Burnt Out.

Evocation Specialist:

(requires Elemental Magic) You have employed an evocation so well that its execution is practically reflexive. Select one element, one approach, and one action (for example, a Force wind attack) and add +2 whenever attempting that precise combination. The stunt may be taken multiple times but not for the same combination.

Echoes of the Beast:

You share an affinity with a particular genus of mortal beast. Gain improved senses that provide +2 to attempts to detect other creatures. Some manifestation of your animal nature (e.g., canine teeth, a furry tail, hirsute body) may be visible on your physiology. Once per session you can declare momentary aid from your affiliated brand of beast and choose one of the following benefits: +4 to any one action, a situation aspect with two free invokes, or automatic success on an overcome roll.

Cloak of Shadows:

You can see perfectly in the dark and are immune to any potential effect of normal or magical darkness. Additionally, once per session, you may declare that you automatically succeed at hiding from any non-magical attempt to spot you, provided you have a nearby shadow to hide in.

Beast Form:

Once per session, you may mark a box of Divine Power and transform into the form of the animal which is most closely associated with you Divinity. You gain the Aspect “[Creature] Form” and may switch the value of any two Approaches. You lose access to stunts that are not about physical prowess. You may gain new Scale on actions that benefit from your new form. You are limited in movement and communication by your animal’s form (fish cannot operate on land, bears cannot go into small spaces, etc). Switching from Human to Beast or back takes one action.

Natural Weapons:

(Requires Beast Form) Your physiology includes claws, spikes, razor-sharp teeth, or another feature for attacking or defending. Unarmed attacks are worth +1 shift on a successful hit and may have scale (page 182) at GM discretion.

Emotional Projection:

Choose 1 Approach and 1 Emotion. Mark a box of Divine Power to use the Create an Advantage or Overcome actions to conjure strong feelings of that emotion in any person you have line of sight to. You gain a +1 to the roll. You may take this stunt multiple times choosing different Approach/Emotion combinations.

Emotional Onslaught:

(requires Emotional Projection) You may use Emotional Projection to make Attacks against a target in your line of sight.


(requires Emotional Onslaught) Any enemies Taken Out via attacks from Emotional Onslaught may, at your discretion, spend the rest of the scene performing actions for you.


You may cast minor veils and seemings. With a moment of concentration, you may draw a veil over something roughly person-sized, hiding it from sight and other means of detection. Or you may cause a person or object to appear differently than it normally does. An observer may attempt to discern the illusion, but to do so, they must have some legitimate suspicion that they might be seeing a glamour. Use Intellect to resist any disbelief attempt.

Created by: Swammyjoe


Mantle - Scion

Dresden Files Accelerated: Emerald City: Requiem HumAnnoyd