Divinity Dice
GAINING DIVINITY DICE
A character’s dice pools slowly become consumed by divinity dice as the take any of the following actions, replacing one die in their pools for each of the following actions taken:
Scions
• Performing marvels
• Performing Feats of Scale
• Resolving a Deed
• Using a Virtue
• Formally pursuing a quest or accepting a challenge the first time in a session.
• Directly confronting evidence or the results of a failed ascension or broken mantle.
Knights of the Round• The first time they struggle with their Passion in a scene
The number of divinity dice resets to zero once the player makes any roll consisting entirely of divinity dice, including flooding the pool.
Rolling a pool containing divinity dice creates catastrophic successes and mortal failures which are shaped by the rolling character’s Purviews. Storyguides and players decide which of Purviews is the most appropriate at the time of rolling. A Storyguide may always choose to Fatebind the character as a result of success or failure.
| Player Success w/ Divinity Hits | Action Succeeds beyond the character’s wildest dreams, granting more than the character wished for. |
| Player Success No Divinity Hits | Normal Success |
| Player Failure w/ Divinity Hits | In addition to the Roll failing, something relevant to the Character’s Purviews goes wildly out of control. |
| Player Failureno Divinity Hits | Normal failure |
Flooding the Pool
Divine Effort (+1 Scale per 3s)
You gain the effects of having +1 scale per every 3 hits spent. If you are rolling to attack, you can do additional damage, if you are running, you are running as fast as a car, for example.
Divine Revelation (1s)
You gain an additional Lead in a procedural or Investigative roll. Add 1 die to the Collateral pool.
Wave of Power (0s)
Your attack gains the Shockwave Tag, allowing you you to spend 1-hit to to target additional enemies.
Debilitation (1s)
Inflict one Status Condition (such as Chilled, Burning, Stunned or Poisoned) on your target. This status condition must be tied to one of your Purviews.
Wonder and Awe (variable successes)
People or creatures observing you become enthralled by your display of might. They become temporary Followers or Creatures with a rating equal to the successes spent on this Stunt. This effect ends at the end of the Arc. These characters are eligible for a fatebinding
The Lands’ Stewards (3s)
Realms or polities you are connected to push themselves to be their best selves. Once per scene, this fulfills a Milestone for a procedural action as the people and land work to support you.
Loyal Service (3s)
Your leader or liege knows of your deeds, increasing a positive attitude or reducing a negative attitude toward you by 1.
Collateral Pool
Abundance
The purview causes a Difficulty 2 Complication towards one type of action
Echo (2s)
Alter the Field with an aspect of the rolling player’s Purviews. A building might sprout flowers, a road turn into a river, trees turn to metal sculptures, and so on. These changes persist until the end of the scene. Harm (2s vs trivial targets/any successes over Defense): Either a major character is hurt by an environmental disaster caused by the characters’ actions or the power unleashed causes injury (or death) to any number of trivial bystanders.
Incite (3s)
Onlookers turn against the characters, furious with them for their wanton destruction. The triggering character has +1 Difficulty to social interactions for the rest of the session for each time this Stunt is chosen, to a maximum of +3.
Pin (2s vs trivial targets/any successes over Defense)
A massive piece of rubble falls either on a major character in the scene, or on any number of trivial bystanders, trapping them until they break free or are rescued.
Raze (Successes equal to Size)
Destroy an object established in the Field such as a building, the getaway car, an armored vehicle, etc.
Rift (5s)
An aspect of an Overworld, Underworld, Terra Incognita, or other cosmological place associated with the rolling character appears, subsuming part of the Field and displacing its reality. Threats from this otherworld may appear, if dramatically appropriate. Reality reasserts itself at the end of the scene.
Scatter (2s)
All trivial or non-magical targets (including Followers and mooks) flee the area, out of terror or self-preservation. Even well-drilled military units will run. This is a fear effect for the purposes of Knacks and Boons. Once the pool has been rolled, it resets to zero, and resumes filling back up as normal. If the collateral pool is rolled before it reaches 10, reset the value to zero unless otherwise stated. Some actions may cause the collateral pool to be rolled immediately. If so, the triggering player rolls it right away and the Storyguide chooses the Stunts, as normal.
Offense
2 Complication on further spells cast in the same scene. Failing to overcome the Complication
adds an additional hubris die to the pool, accompanied by a warning omen from the offended
God.
Gain a NEMESIS Fatebinding (3s)
The Sorcerer gains a NEMESIS Fatebinding with a strength equal to half the hubris dice pool rounded up, taking the form of an agent of divine retribution. If the character is already at his maximum number of Fatebindings, one of the Sorcerer’s Fatebound SGCs is immediately put in Peril instead.