All skills and stunts displayed on this page are mere examples of what your character can do. The only limit is your imagination !

Those who are aware of the existence of Legend can use it to manipulate Reality around them. Though the main users of Legend are the Titans, and the Gods and their Godborn, some groups of humans, known as Enlightened, have managed to tap into some of these disciplines along with their own personal set of magics.


Pure Disciplines

Pure Disciplines are the original, most widely-used Legendary Disciplines. They are:

  • Skills
    • Summon a Treant to aid you in battle.
    • Entangle enemies with roots.
  • Stunts
    • Treefriend: The Godborn can speak with the kami of any plant life. The older the plant, the more intelligent and knowledgeable the kami will be.
    • King of the Forest: Gain +1 to all Social Skills checks while in a forested area.
  • Skills
    • Create a ward that warns you when something comes past it.
    • Animate rocks into a golem to fight for you.
  • Stunts
    • Runesmith: You can create the Aspect “Runic Energy” using Lore. This Aspect can only be invoked on a Legendary Skill check.
    • Runic Bracelet: Get +1 on Defense rolls against any use of Invokation.
Choose one Animal
  • Skills
    • Grow a tiger’s claws to slash at an opponent.
    • Channel the rat’s cunning to escape pursuit.
  • Stunts
    • Chameleon’s Skin: You can reroll Stealth rolls when it is possible to blend in your environment.
    • Lion’s Charisma: Get +1 to Presence whenever you act as a leader.
  • Skills
    • Manipulate electrical currents.
    • Take remote control of a computer system.
  • Stunts
    • Mechanical Pigeon: For 1 Fate Point, you gain the Aspect “Mechanical Pigeon” for a Scene.
    • Bio-Implants: Gain +1 Physique once per Scene.
Choose a season
  • Skills
    • Raise a blizzard (Winter Court)
    • Send a scorching ray of heat (Summer Court)
  • Stunts
    • Fey of the Winter Court: You are immune to cold.
    • Favour of Titania: Once per session, create the “Oppressing Heat” Aspect, lasting one Scene.
Choose a Mythborn Race or Animal Species
  • Skills
    • Summon a swarm of bees
    • Empower your animal companion.
  • Stunts
    • Elven Bodyguard: You have the “Elven Companion” Aspect.
    • Friend of the Fair Folk: You have +2 to Rapport with Fairie Mythborn.
  • Skills
    • Raise a Bone Shield to protect your allies.
    • Heal your allies.
  • Stunts
    • Self-Sacrificial: Whenever an ally takes a Physical Consequence, you can spend a Fate Point to suffer a Physical Consequence of the same or one Tier lower gravity instead.
    • The Power of Blood: You can take a Physical Consequence as an alternative cost to Fate Points.
  • Skills
    • Desecrate a sacred location.
    • Heal an ally.
  • Stunts
    • Blood Offering: If you sacrifice someone capable of bleeding, you gain a Fate Point (Maximum once per Scene)
    • Ritualistic Mutilation: When inflicting a Major Physical Consequence, gain a Fate Point (Maximum once per Scene)
  • Skills
    • Grow Wings.
    • Regrow an Arm.
  • Stunts
    • Feature Manipulation: You can take half-an-hour to change the shape of your facial features, including hair color and length, giving a +2 to stealth when someone tries to recognize you
    • Muscular Monstruosity: Reaping your own skin, your muscles expand to impossible limits. Once per scene, gives you +2 to Physique but take a minor physical consequence at the end of the effect
  • Skills
    • Raise the dead.
    • Consume Souls to gain power.
  • Stunts
    • Gravespeaker: You can see and speak with Souls.
    • Corpsetaker: When a being with a Soul dies near you, you can take control of its body for the rest of the Scene with a Will check against its Soul (Maximum once per Scene)
  • Skills
    • Infuse Souls into your creations to increase their power.
    • Exploit the power of an existing Soulbinding object or weapon.
  • Stunts
    • Soulbinder: If you possess Souls, you can create the “Soulbinding” Aspect on an object you build at the cost of one Fate Point.
    • Extractor: With a Will check, you can attempt to destroy the Soulbinding of an object. The difficulty depends on the power of the Souls and of the Soulbinder, as well as the item’s Legend.
  • Skills
    • Gain the advice of an ancient wise spirit.
    • Tap into the power of a sanctified place.
  • Stunts
    • Ancestral Intervention: Your spiritual ally can shield you from a mental intrusion. Once per session, gain +2 to your Defense roll against a mental attack
    • Wisdom of the Ages: Once per session, you can reroll a Lore check for free.
  • Skills
    • See through the eyes on an unsuspecting individual.
    • Mark and find individuals.
  • Stunts
    • Your Eyes are Mine: You can create the Aspect “Your Eyes are Mine”. As long as the Aspect is active, you can see through the individual’s eyes no matter where they are.
    • Into the Crowd: When in a crowd, you can use Chwal for a Notice roll with a bonus of +3.
  • Skills
    • Control an individual’s actions.
    • Stop an enemy mid-strike
  • Stunts
    • He Did it Officer !: You can use Chwal with a bonus of +2 to distract someone.
    • Your Arm is Mine: If you Succeed with Style with Chwal: Puppeteer against an individual’s Will, you may replace your Fight Skill with theirs.
  • Skills
    • Reveal information hidden in the tangles of Fate.
    • Detect Fatebindings between two targets.
  • Stunts
    • Sense Ley Line: You can detect ley lines and ley nexuses using Lore.
    • Detect Nature: You can use a Lore check to try and deduce if an individual is a Titanspawn, Godborn, or Mythborn.
  • Skills
    • Sense an attack or ambush coming.
    • Decipher the future of an individual.
  • Stunts
    • Sixth Sense: Once per session, gain +1 at a skill check.
    • Oracle: Once per arc, for the cost of one Fate Point, ask the GM a question. The GM cannot lie when answering and cannot refuse to answer.
  • Skills
    • Lift a car
    • Punch through steel.
  • Stunts
    • Hulk: Your strength is double that of a normal human being.
    • Olympic Throw: Gain a +1 bonus to throws.
  • Skills
    • Shrug off a punch.
    • Run for hours without stopping.
  • Stunts
    • Lungs of Steel: After preparing yourself for one Action and spending a Fate Point, you no longer need to breathe for the next 5 minutes.
    • Bullet Sponge: Gain an extra Minor Physical Consequence slot.
  • Skills
    • Strike multiple times in a blink of an eye
    • Cover large distance on foot in a tenth of the time
  • Stunts
    • Lightning Reflexes: You had +2 when rolling for initiative or defending against a surprise attack
    • Afterimage defense: When creating an aspect due to a successful defense, you gain an additionnal free activation of the aspect
Choose Beauty or Ugliness
  • Skills
    • Charm an unsuspecting individual with your good looks.
    • Terrify someone to insanity with your horrible appearance.
  • Stunts
    • Fey Beauty: Gain +1 Presence when a beautiful appearance is a factor.
    • Hellish Maw: Your mouth and chin have the form of a terrifying maw. Any Presence roll with it revealed gets a +1 bonus, but you possess the Aspect “Hellish Maw”
  • Skills
    • Smell better than a hound.
    • See enemies coming in complete darkness.
  • Stunts
    • Elvish Hearing: Get +1 to Notice checks when using your hearing.
    • Eagle Eye: Get +1 to Notice checks when using your sight.
  • Skills
    • Give rousing speeches..
    • Intimidate an individual
  • Stunts
    • Thunderous Roar: Once per Scene, you can take an action to emit a great roar, automatically creating the Situation Aspect “Inspired Allies”.
    • Great Orator: When delivering a speech in front of a group, you gain +1 to your checks.
Prometheus
  • Skills
    • Create giant golems, summon a car.
  • Stunts
    • Feverish Inventions: Anything created with the Technology Skill has the Aspect “Unstable Power” (where applicable).
Surtr
  • Skills
    • Walls of fire, fireballs, and all kinds of violent consuming energies.
  • Stunts
    • Pyromania: You have +2 to using Fire as Destruction on non-living matter.
Kagutsuchi
  • Skills
    • Creating and controlling flows of magma, rupturing volcanoes from the ground.
  • Stunts
    • Power from the Earth: When your feet (and/or shoes) are in direct contact with natural rocks or soil, you have +1 Will and Physique.
Eris
  • Skills
    • Turn friends against each other, start a fight.
  • Stunts
    • Brawl Brewer: You have +2 to Deceive to convince someone to attack a random target.
Vrtra
  • Skills
    • Dry up water and blood, turn enemies to ash.
  • Stunts
    • Insatiable Thirst: Drinking blood gives you +1 to Physique for the rest of the session.
Xiuhtecuhtli
  • Skills
    • Heal the wounded, warm a family through the Winter.
  • Stunts
    • The Dance of Life: Once per session, you may use Fire as Life to bring back to life a non-Legendary being..
Yam
  • Skills
    • Summon a tsunami, throw a geyser of water.
  • Stunts
    • Rage of the Titans: When you are in a state of profound anger, gain +1 to your Legendary Skill checks.
Charybdis
  • Skills
    • Drown enemies in their own fluids, create whirlpools.
  • Stunts
    • To the Depths: You have +4 to Attack rolls on enemies entirely submerged in water.
Sedna
  • Skills
    • Heal others, summon friendly sea creatures.
  • Stunts
    • Filled Belly: You never go hungry.
Tiamat
  • Skills
    • Summon uncontrollable and random water-based monsters.
  • Stunts
    • The Alpha: You can attempt to take mental control of any Animal or Titanspawn using Presence.
Aten
  • Skills
    • Blind your enemies, dazzle an audience..
  • Stunts
    • Join the Sun: You may create the Aspect “Mark of Aten” when using Light - Brightness on non-Legendary humans. It never disappears unless dispelled, and the target will always obey your orders.checks.
Helios
  • Skills
    • Send rays of flame, light a path
  • Stunts
    • Photosynthesis: After bathing in sunlight for an hour, you heal one Minor Physical Consequence
Zhulong
  • Skills
    • Engage in intense concentration to reveal mysteries, inspire others to create and learn.
  • Stunts
    • New Is Always Better: Once per Scene, you have a +1 bonus when trying to create an original Aspect
Nott
  • Skills
    • Hide yourself and others, protect against a magical attack.
  • Stunts
    • Dark Veil: Once a Scene, you may use Lore to create the “Veiled” Aspect on an ally. They get +1 to Stealth for the rest of the Scene.
Selene
  • Skills
    • Render others insane, soothe the mad.
  • Stunts
    • Mirror Master: You get +1 to Deceive when reflected in a mirror.
Fenrir
  • Skills
    • Terrify targets, grow to monstrous proportions
  • Stunts
    • Hungry like the Wolf: When you create any Aspect related to Fear, you get +1 Fight against those affected by it.
Apep
  • Skills
    • Remove light, blot out the Sun.
  • Stunts
    • The End: When you cause a Severe Mental Consequence, you may choose to break the target’s spirit. It will instantly die of hopelessness.
Nut
  • Skills
    • Divine the future, find your way when lost.
  • Stunts
    • Zodiac Sign: Choose a Zodiac Sign. You have +1 to Will when that Sign is dominant.
Dracula
  • Skills
    • Drain power from your enemies, haunt your foes’ nightmares.
  • Stunts
    • Crimson Life: Whenever you cause a Physical Consequence, gain +1 Physique for the rest of the Scene.
Mikaboshi
  • Skills
    • Remove the sense of sight, hearing, touch or any other from your foes.
  • Stunts
    • See no Evil: Non-legendary Humans cannot perceive you as long as you do not draw attention to yourself.
Gaia
  • Skills
    • Summon monsters and animals.
  • Stunts
    • Uncontrolled Growth: Roll a Fate dice at the start of each session. On a “+” result, you have +1 Physique for the rest of the session. On a “-”, +1 Will.
Green Man - Differs from Druidism: Source of powers being the Titan and not the Kami.
  • Skills
    • Summon roots, create healing water.
  • Stunts
    • Harmony of Nature: You have +2 to any attempt to break existing spells compelling or controlling individuals.
Ourea
  • Skills
    • Summon rocks, carve a cavern into a mountain, crumble a building
  • Stunts
    • Stoneskin: You have +1 to Physique against physical attacks.
Kur
  • Skills
    • Make intruders get lost in a forest, afflict your enemies with exotic diseases.
  • Stunts
    • Wanderer: You never get lost unless you choose to
Erebus
  • Skills
    • Hide in shadows, remove light.
  • Stunts
    • Peter Pan: Your shadow moves separately from you. You can use Depths - Shadows twice per session.
Erlik
  • Skills
    • Trap an enemy underground, summon an underground shelter.
  • Stunts
    • Night Vision: You see in the dark.
Crom Cruach
  • Skills
    • Rot enemies from the inside, summon maggots, tunnel through the earth
  • Stunts
    • Plaguebearer: If you cause a Physical Consequence, it will increase by a degree of severity each turn unless treated.
Abzu
  • Skills
    • Summon nightmarish creatures from the dark Abyss.
  • Stunts
    • Cold as Death: You do not feel emotions unless you choose to.
Dis Pater
  • Skills
    • Summon piles of rare materials, summon a Golem to fight for you.
  • Stunts
    • Midas Touch: Gain +2 when using Invokation: World - Abundance for a Ressources check.
Huracán
  • Skills
    • Create storms, fly.
  • Stunts
    • Stormrider: During a storm, you may fly freely.
Ouranos
  • Skills
    • Calm others, stop a bullet in its tracks.
  • Stunts
    • Leaf on the Wind: Gain +2 to create any Meditation Aspect.
Typhon
  • Skills
    • Crush enemies with storms, summon tornadoes.
  • Stunts
    • Very Effective: Using Sky - Destruction against flying enemies gains a +3 bonus.
Tlaloc
  • Skills
    • Create a light rain, or a monsoon.
  • Stunts
    • Soothing Rain: If it is raining in a Scene, all characters in the Scene have +1 Rapport
Thanatos
  • Skills
    • Help Souls on their way to the Underworld, soothe a dying individual.
  • Stunts
    • Euthanasia: You can instantly end the life of a willing individual for 1 Fate Point.
Styx
  • Skills
    • Guide Souls to the Underworld, travel through the Realms associated with Death.
  • Stunts
    • Psychopomp: You can see all Souls around you
Camazotz
  • Skills
    • Invade someone’s mind and turn them to depression or suicide, harden one’s emotions to make them commit murder.
  • Stunts
    • Not Picky: Once per session, consume a human body to reduce the severity of a Consequence by one degree.
Grim Reaper
  • Skills
    • Make fields wither and die, weaken Legendary beings
  • Stunts
    • Touch of Death: For a Fate Point, you may instantly kill a non-Legendary human being if you are in physical contact with them.
Nirrti
  • Skills
    • Send your enemies visions of death, turn Souls mad.
  • Stunts
    • See Him Die: When you kill a conscious being, his allies have to roll Will against a difficulty of +4 or gain the Aspect “Terrified”.
Atlas
  • Skills
    • Crush an enemy, or send them floating away.
  • Stunts
    • Black Hole: Anything in a 3-meter radius around you weighs twice as much.
Coeus
  • Skills
    • Learn ancient lore, teach it to others.
  • Stunts
    • True Expert: Choose a very specific subject (such as “North-American rabbit nesting habits”). You never fail a Lore test about it.
Kronus
  • Skills
    • Force others to obey your orders, take control of a magical ritual..
  • Stunts
    • Bow to Me: You have +2 to Presence against non-Legendary beings.
Themis
  • Skills
    • Force others to follow your own rules, make the guilty confess.
  • Stunts
    • I Am The Law: Define a moral principle. You have +2 to Presence to convince others to follow it.

Complex Disciplines

Though the Pure Disciplines are by far the most common, over the millenia some of these Disciplines have been used in conjunction with one another to produce new, intricate abilities. Someone possessing either Pure Discipline linked to a Complex Discipline may take it as a level in the Pure Discipline

For example, a Godborn with Wyrdseeing 1: Mystery may take Enech to have Wyrdseeing 2: Enech/Mystery, while a Godborn with Epic Physiology 1: Epic Strength may also take Enech to have Epic Physiology 2: Epic Strength/Enech.

Taiyi - (Lore)

Manipulating flows of Legend
Associated Pure Disciplines: Wyrdseeing and Invokation: Order

  • Skills
    • Manipulate a Mythborn to your will, change the nature of a Titanspawn to another Titanspawn, Godborn, or Mythborn.
  • Stunts
    • Yin and Yang. Whenever you are the target of a Legendary Ability by another, get +1 at your next use of a Legendary Ability.

Seeing the future through blood and entrails
Associated Pure Disciplines: Hematurgy and Wyrdseeing


  • Skills
    • See the future through the entrails of animals.
    • Analyze blood spatter to discover the cause of death
  • Stunts
    • Fifi is Missing: You can always find a small animal to sacrifice in order to use Haruspicy.
    • Blood in their Eyes: You can feel the blood pumping in your enemies. You can use Haruspicy to roll for combat Initiative.

Enech - (Lore)

Obtaining power through Oaths
Associated Pure Disciplines: Wyrdseeing and Epic Physiology


Instead of active effects, taking a Skill level in Enech gives you Aspects which when Compelled give you TWO Fate Points instead of one. Resisting the compel also costs two Fate Points.

  • Skills
    • Gain the Enech Aspect “Protection of Innocents”
    • Gain the Enech Aspect “Zealous Faith”
  • Stunts
    • A Shield for the Weak: When you accept a Compel on “Protection of Innocents”, gain +1 Physique for the rest of the Scene.
    • Faith Cannot be Bound: When you accept a Compel on “Zealous Faith”, your next Attack has a bonus of +2.

Augury - (Lore)

Seeing the future through patterns in Nature
Associated Pure Disciplines: Wyrdseeing and Druidism


  • Skills
    • Divine the future by the flight of birds.
    • Identify the history of a hill or forest.
  • Stunts
    • Hedwig: You have a pet bird connecting you to Nature. You have +1 to Lore rolls related to Nature.
    • A Storm is Coming: You have +1 Notice to see physical danger coming.

Heku - (Lore)

Taking control of a situation
Associated Pure Disciplines: Wyrdseeing and Mentalism


  • Skills
    • Have someone look your way at the right moment.
    • Single out the perfect person to influence in a crowd.
  • Stunts
    • I’m on a Case: When dealing with police officers (or equivalents) you have +2 Presence.
    • The Song of Unity: You have +2 to Rapport when talking to a crowd.

Pantheon-Specific Disciplines

Granting Soul-energy to surrounding Souls
Pantheons: Only Nergal and Ojutai


  • Skills
    • Strengthen an ally.
    • Turn a lost haunting spirit into a healthy Soul.
  • Stunts
    • One with the Many: All being with Souls around you have +1 Will. You have -1 Will.
    • Medium: You can use Spiritual Communion for free without a D4 to heal the Souls of non-Legendary humans.

Mixing Druidism and Hematurgy for more power
Pantheons: all of the Nga Tama a Rangi, plus Cernunnos


Instead of active effects, taking a Skill level in Runic Tattoos gives you Aspects which allow custom powers depending on the tattoo. They can have a wide variety of effects, but they are limited in scope.

  • Skills
    • Gain a Tattoo increasing the strength of your right arm..
    • Gain a Tattoo storing one use of another Legendary Skill.
  • Stunts
    • Tattooed Skin: Gain +1 Physique to non-Physical attacks
    • The Blood Binds: If an ally with the same Runic Tattoo as you is present in the same Scene, you both have +1 Fight.

Passing through the Wyrd to move between place


  • Skills
    • Travel through the Wyrd.
    • Teleport a short distance.
  • Stunts
    • Blink: You can use Astral Travel for free without a D4 as a Defense roll.
    • Living Portal: You can bring up to 5 willing individuals with you when using Astral Travel. You have to be in physical contact with them.

Enlightened Disciplines

Not all power derives through the natural order of the universe. Some Great Sages over the course of millenia have found other paths, often used to disrupt the plans of the Gods. Only a being with a full human Soul may unlock these powers, making them impossible as an option for Godborn, Gods, Mythborns, or Titanspawn.

  • Skills
    • Distance yourself from Reality to resist uses of Legendary Abilities
    • Project yourself to your ideal Self to increase your mental abilities.
  • Stunts
    • Eye of the Storm: You only get Fatebindings on a +6 or +7 result on a Legendary Ability dice roll.
    • Buddha’s Buddy: Once per Scene, you may create a “Meditation” Aspect. It makes you vulnerable to attacks, but invoking it (including non-free Invocations) gives you a +3 bonus instead of +2.

Isfet - (Lore)

Instead of active effects, taking a Skill level in Isfet gives you Aspects which when Compelled give you TWO Fate Points instead of one. Resisting the compel also costs two Fate Points.

  • Skills
    • Gain the Isfet Aspect “Compulsive Liar”
    • Gain the Isfet Aspect “Greed is Good”
  • Stunts
    • Liar Liar YOUR PANTS ON FIRE: When you accept a Compel on “Compulsive Liar”, gain +4 to your next Attack roll.
    • Make it RAAAAAAAAIN: When you accept a Compel on “Greed is Good”, gain +3 on your next Resource roll.
  • Skills
    • Deny the existence of Legend to harm Legendary beings
    • Rely on Reason to defend against Legendary attacks.
  • Stunts
    • To Be or Not to Be: When you Take Out a minor Titanspawn or Mythborn, you may cast Nihilism to remove their existence from Reality. All their Fatebindings will be destroyed.
    • If it Bleeds…: When you inflict a Consequence on a Legendary being, the free Invocation on the Consequence gives a bonus of +4.

Instead of active effects, taking a Skill level in Kannagara gives you Aspects related to a Kami you are bound to, which allows you to use one of your existing Legendary Abilities for free without a D4.

  • Skills
    • Gain the “River Kami” Aspect, allowing you to use Invokation: Water - Life for free without a D4 (Requires Invokation: Water - Life).
    • Gain the “Mountain Kami” Aspect, allowing you to use Invokation: Earth - Stone for free without a D4 (Requires Invokation: Earth - Stone).
  • Stunts
    • Nature-Bound: You reduce the Fatebinding Score of any Fatebinding you get by 1 (Drudism will be reduced from 1 to 0, Wyrdseeing will be reduced from 3 to 2).
    • One With the Kami: You can speak with all Kami.