Divinity Dice +

Demi-god Tier Characters replace dice in their pool with Divinity Dice. As long as a Scion has at least one Legend in their Legend pool at least one of their dice is replaced by Divinity Dice. The amount of Divinity Dice that are rolled in the players dice pool increases by one each time the following happens:
• 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.
• The first time a Knight struggles with their Passion in a scene

Divinity Dice count as having a success if the dice is 7 or higher, and count for two successes on a roll of 10. If the players Dice pool is made entirely out of Divinity Dice, if the Dice roll is a success, you trigger a Calamitous Success.

Divine Stunts

Any extra Divinity Dice successes past meeting the difficulty can be spent on Divine Stunts which are more powerful than normal stunts (in addition to being spent to buy off complications or on normal stunts)
Power Scale (1 Scale per 2s)

Your action counts as having Scale equal to +1 for every 2 successes spent on this stunt. This does not grant enhancement, but does count for the purposes of extra effects, increased damage, negating disadvantage.

Divine Effort (1 scale per 3s)

You grant yourself +1 scale for every 3s spent on this stunt for the rest of the scene. This scale applies to the type and sphere in keeping with the original task roll. For example, if you gained this stunt while lifting a heavy object, this grants Power Scale to Physical actions

Presence of Greatness (2s)

Choose one other character who witnessed your action. You grant them 1 Scale on their next action in the same vain as the one you just took.

Divine Revelation (1s)

For each success spent on this stunt, reveal one clue per success in this or any future Procedural scenes.

Divine Implement (2s)

You can grant a weapon, tool armor or vehicle an additional tag for the scene.

Wave of Power (1s)

You gain the Shockwave Tag a chosen type of action. Additionally, the Shockwave Stunt applies to all enemies in your immediate area.

Wonder and Awe (variable successes)

People or creatures observing you become enthralled by your displayof 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 current scene. You can spend XP as usual to make these permanent.

Unchecked Abandon (2s)

You gain +4 Enhancement on your next roll, however always count as having rolled a 1 for the rest of the scene for the purposes of the collateral. (In addition to any 1s you roll)

Mysterious Ways (2s)

It is impossible to trace the results of your roll back to your actions.

Cosmic Retcon (3s)

The results of your roll result not only happen, but the very laws of the universe are rewritten to have always been true.

The Lands’ Stewards (2s)

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 (2s)

Your leader or liege knows of your deeds, increasing a positive attitude or reducing a negative attitude toward you by 1.

Renown (2s)

Word quickly gets out of your accomplishments. The results of your action become public knowledge.

Change in the Air (1s)

The attitude in the area shifts markedly towards a certain emotion. This can be awe or dread or any other mood. This increases or decreases the difficulty of social actions accordingly by 1

Calamitous Success

If your roll would otherwise be a success, but you roll no successes on the divinity dice, then you have a Calamity on your hands. The number of ‘1’s rolled on Divinity Dice determines your Calamity Level. Your Calamity level might be changed by changed by Relics or Fatebindings. If this is the case, you normally need to Roll at least 1 Calamity naturally for this to have an effect.

The Storyteller and the Player are encouraged to find a target for their collateral that creates a hindrance for the scene, but does not prevent their successful action.

The effect should be related to one of the Scion’s purviews, preferably the one last used by them.

Calamity LevelCollateral Effect
1ShakeOne item or person in the scene is moved either towards you away from you, whichever would be worse.
1Echo****You alter the field with one harmless effect related to one of your purviews.
1Omen
Your omen appears unbidden and does not disappear until the end of the scene.
1Attract
Your actions attract immediate unwanted attention from the general public.
2PinOne object or person in the scene is unable to be moved the rest of the scene.
2FrightenPeople and creatures become afraid of your power. You suffer +1 difficulty on all social activities for the rest of the scene.
2Tug
One of your fatebindings is compelled. You gain legend as normal.
2Fatebinding
You gain a new fatebinding. You gain Legend as normal.
3Tear DownOne barrier is removed by a means related to one of your purviews.
3Attention
Your action is known instantly to anyone who would be interested in learning of such a thing.
3Area
The field you are on gains a new Field Effect rated to one of your purviews
3Font of Power
If you have a Dominion Purview, you immediately become a Font of Power. Spend your Legend accordingly.
4HarmOne Creature or object in the Scene receives an injury by means related to one of your purviews
4Weakness
One creature or object in the scene has a weakness revealed or created. Other creatures gain a +3 enhancement towards exploiting this weakness.
4Dismissal
One Creature or object is removed from the scene by either mundane or magical means.
4CollapseOne Structure is completely destroyed or transformed by means related to one of your purviews
5Devastation
The Field you are in is completely transformed in accordance to one of your purviews. Structures are collapsed or changed and apply an applicable Field Effect.
5Mass Compel
All of your fatebindings are compelled at once. You gain one legend.
6DoorwayYou create or find an opening to an overworld, underworld or other axis mundi
6RiftYou bring an aspect from an Overworld, Underworld, or other Axis Mundi into the mortal world.

Calamitous Failure

If your roll is a Failure, and you roll no successes on the Divine Dice, you still suffer the effects of a Calamity, however your Calamity Level is treated as one lower.

If you have a Dominion Purview, you instead suffer a Mortal Failure in accordance with one of your Dominion Purviews.

Flooding the Pool

If you perform a roll made entirely out of Divnity Dice, increase the Calamity level of your roll by 2. Once per session, you can choose to ‘Flood the Pool’ turning all dice into Divinity Dice. At the end of this roll, your Divinity Dice pool resets to zero.

Running on Empty

If you have no Legend, you do not roll any Divinity Dice, however your Divinity Dice pool may increase and decrease as normal.

Realms

Many overworlds, underworlds and other realms have a low lying level of magic woven into their very being that makes a scion’s powers less calamitous. While using powers in an Axis Mundi or near mundane location, your Calamity level is decreased by 1. While using your powers in an Overworld, Underworld or other mystical Realm, your Calamity Level is treated as 1 lower. If you have a direct, personal connection to the realm (such as a Sanctum or Realm Fatebinding) your Calamity level is decreased by an additional level.