Legend is a measure of how well known your character is. The more legend builds in your character, the more connection you gain to your divine parentage. Legend can be used to do three things:

  • Spend to make an epic declaration with a relic.
  • Spend to invoke a knack (an aspect tied to a Epic Attribute) and automatically succeed with style, or reroll a failed roll and automatically succeed without cost. You can also use this ability to cancel an opponent’s use of legend.
  • Fatebind NPCs met during the course of the story (and pay to upkeep on Fatebound NPCs during a significant milestone). This allows the player to assume control of that NPC, dictating their actions from that point forward (though this character still has aspects of their own that can be compelled if necessary). This is discussed further in the Birthrights chapter.

Legend, unlike Fate, does not return at the beginning of a session. Legend returns in the following ways:

  • When your character does something heroic like rescuing a bus load of orphans trapped on a bridge or defeating a mighty foe.
  • When you roll an Epic Success on an action during a conflict.

In general, a Scion regains a single point of legend if there are only a few witnesses to these actions (the character’s legend grows through stories, but it is a bit watered down since few people witnessed it), with more legend being rewarded for more witnesses. The rule of thumb is that for every magnitude of ten witnesses the Scion regains another point of Legend.

You can never have more temporary legend than you do permanent legend.

Legend is rated from 1 to 12. Scions of Legend 1 through Legend 4 are considered heroes—an ethics neutral term here meant to separate Scions from mere mortals. Scions of Legend 5 through Legend 8 are considered true demigods. Characters of Legend 9 through Legend 12 are themselves gods.


Scion Coppermane Coppermane