Boons
Boons Index
Artistry Boons Master
Beasts Boons Master
Beauty Boons Master
Chaos Boons Master
Darkness Boons Master
Deception Boons Master
Earth Boons Master
Epic Dexterity Master
Epic Stamina Boons Master
Fertility Boons Master
Fire Boons Master
Forge Boons Master
Fortune Boons Master
Frost Boons Master
Health Boons Master
Health Boons Master
Journeys Boons Master
Magic Boons Master
Magic Boons Master
Order Innate Power
Order Boons Master
Order Innate Power
Order Boons Master
Passion Boons Master
Prosperity Boons Master
Sky Boons Master
Stars Boons Master
Sun Boons Master
Universal Boons Master
Water Boons Master
Wild Boons Master
Artistry
AESTHETIC IMPROVEMENT
Cost: Imbue 1 Legend
Duration: Scene
Range: Close
Subject: One object
Action: Simple
By adding your own artistic flourishes to an ordinary object, you enable it to fulfill its purpose better: Painting a red stripe on a car makes it drive faster, giving a weapon a name makes it more effective, and so on. Whoever uses the item gains 2 Enhancement on appropriate rolls for the duration of the scene.
- Creator Specific: Sublime Creation: When using this Boon, you can choose to spend 1 Legend instead of imbuing in order to create an object instantly that possesses the desired Enhancement. The object disappears at the end of the scene.
ENTHRALLING PERFORMANCE
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: All characters
Clash: Presence + Legend vs. Composure + Legend
Range: Medium
Action: Complex
No one can look away from your art. When you put on a performance, all affected targets in range that witnesses your performance cannot stop paying attention to you. If they wish to take another action, they must do it as a mixed action combined with an Integrity + Resolve roll at Difficulty 2. Putting on a performance with this Boon is a complex action that can last multiple rounds, but doesn’t require a roll.
- Leader Specific: Stirring Speech: In addition to drawing all attention to yourself, your performance shifts the scene’s Atmosphere by 1, weakening an unfavorable vibe or creating a new mood of your choice suitable to your performance
ESOTERIC INTERPRETATION
Cost: None
Duration: Episode
Subject: Self
Action: Simple
Once per session, when you use the Player Inspiration Stunt (Scion: Origin, p. 75) to discover a new fact about a clue, you can declare that it also has a hidden meaning appropriate to you or your Pantheon. For the duration of the episode, treat any Twist of Fate that you invoke as if you rolled 3 more successes, so long as it relates to this meaning.
HEARTFELT EXPRESSION
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: All characters
Clash: Presence + Legend vs. Composure + Legend
Range: Short
Action: Reflexive
Your emotions overflow into the souls of your audience. When you perform or create a work of art, you can instill it with your current emotional state or the personal feelings that inspired it. Any affected character that witnesses the performance or artwork is deeply affected, raising their Attitude by one point. This does not stack with other magical Attitude bonuses.
This Attitude shift lasts even after you reclaim the Legend from this Boon. However, once you do so, your painting, music, or other artwork won’t inspire any more characters with emotion. Seeing multiple pieces of art made with this Boon doesn’t stack their Attitude boosts.
IMPOSTOR SYNDROME
Cost: Spend 1 Legend
Duration: Until resolved
Subject: 1 Character
Clash: Manipulation + Legend vs. Resolve + Legend
Range: Short
Action: Simple
Every artist experiences self-doubt at some point in their career, but you can induce it on command. You curse an artist to perceive every flaw and imperfection in their creative endeavors, bestowing the Imposter Syndrome Condition
LIMELIGHT
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self
Action: Simple
You either are, or instantly become world famous. Everyone who is aware of you suddenly has an opinion on you. This opinion may be good, it may be bad but it is always strong. This grants you +2 enhancement on rolls to influence people either positively or negatively (GM’s choice).
If you do not already have followers, you gain Temporary Followers. These followers are fanatically loyal to you and count as 5-dot followers for most purposes.
FansEntourage, Access, Mob, Helpful, Savage, Unruly
You gain +2 enhancement on any leadership tests to use these followers. Additionally, if you are famous for something in particular, you may use a different skill related to your skill instead of leadership.
LIVE WIRE
Cost: Spend 1 Legend
Duration: Instant
Subject: Any two locations.
Action: Reflexive
Range: Infinite
You travel over the timeless wavelengths bristling with their energy. You are instantly aware when anyone is listening to the same recording no matter where they are. You may travel between two points that are both playing the same performance either recorded or broadcast over the radio or internet. The music must be audible in both locations, but may in headphones.
You can bring up to (Legend) additional willing characters with you when you teleport. Other Scions and mortals Fatebound to you don’t count towards this limit.
LIVING TRADITION
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One artwork
Action: Simple
You instill a small work of your art — a poem, song, dance, or design — with both a clear message that you define for your intended audience when you use the Boon (as per the innate power of the Purview) and the ability for that audience to repeat it flawlessly for others. So long as you maintain the Boon, the message will spread from person to person, but its meaning will remain hidden from those you do not want to understand it.
MUSE’S KISS
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Range: Short
Action: Simple
You breathe inspiration into a character’s heart, granting them Enhancement 3 when they roll to create art, put on a performance, or some other creative and expressive activity. You can set a single requirement the character must meet to maintain your blessing, like “tithe a tenth of your earnings to my cult” or “spend eight hours a day writing,” which ends this Boon immediately if it is not met. This Boon is free to use on trivial targets.
SONIC STORM
Cost: Imbue 1 Legend, Spend 1 Legend
Duration: 1 Scene
Subject: Self
Range: Long
Action: Standard
When you are perform in some kind of outdoor venue, your musical performance summons a storm. You can control the storm with your song, and dictate how it behaves. Your chords drop down lightning on any target of your choosing within a field. These lightning bolts have the tags: Thrown, Arcing, Elemental (electricity).
You can spend your imbued legend to pull off an Epic Finale. This fills the area with electricity, pulling off one final attack that has the following tags: Thrown, Arcing, Elemental (electricity), Shockwave, Area.
SPIRIT OF RADIO
Cost: Imbue 1 Legend, Spend 1 Legend
Duration: 1 Scene
Subject: Self
Action: Simple
You can become one with your music allowing you to enter a state of true Zen allowing you to carry out miraculous feats. Your Defense increases by 1 for the rest of the scene as long as you are continuously moving.
You may spend the imbued Legend to cause time to truly slow down for you, giving your next attack the Area tag if does not already have it, and giving you +3 enhancement to the attack.****
THE EARWORM
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Clash: Presence + Legend vs Composure + Legend
Range: Long
Action: Simple
You curse a character, haunting their every thought and moment with a song of your choosing. In addition to repeating in their head, it’s the only music that people hear in their presence — radios, jukeboxes, and live bands alike all have their songs replaced with the earworm, which most audiences consider…upsetting. The target suffers a level 2 Complication to any action that requires close listening or mental focus; if not bought off, they end up with a clumsy result, receive only half-correct information, or leave themselves open to distraction at the worst possible moment.
Beasts
ANIMAL ASPECT
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
You choose an animal and emulate one of its iconic traits. Pick one of the following benefits:
• Mobility: You can swim like a dolphin, burrow like a termite, or emulate flight with graceful leaps. You can ignore any dangerous or difficult terrain) or complicated passages, barriers, or hazards that form of movement could reasonably bypass.
• Senses: Choose a specific circumstance in which the animal’s senses give an advantage — an eagle’s eyes can see clearly from far away, a bat can echolocate in total darkness, while a dog can track by scent for miles. You have Enhancement 3 on sense-based rolls where that advantage applies.
• Other: Pick a miscellaneous trait, like an octopus’s camouflage, an anglerfish’s bioluminescence, or a peacock’s magnificent plumage. You either have Enhancement 2 on actions that trait benefits, or ignore up to 3 points of Complication it negates, whichever best represents the chosen trait.
ASPECT OF THE APEX PREDATOR
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Range: Self
Action: Simple
For one scene, a God becomes the primordial concept of the Beast. With a quicksilver shape that changes as quickly as thought and an insatiable hunger, this form is as powerful as it is dangerous. This form understands the thoughts of very animal within range of its senses and can choose to consume any number of trivial characters within Close range.
The Beast will crush homes, tear into Titans’ flanks, and pursue prey to the ends of the earth with the cunning and subtlety of a master predator. Normally, a God changes into the Beast as a last resort, since they may be at risk of being consumed by the very form that they take.
While rampaging, the God increases their Tier by 1, reducing their target number to 6, and has a +3 Enhancement to attacks that may exceed the Enhancement cap. For every worthy foe (enemy at least equal to their original Tier) that the Beast destroys, the God must succeed on a Difficulty 3 action (usually Integrity + Resolve). Their dice pool for this test decreases by 1 per round. Each time the God fails this action, they lose 1 Health level to the Beast. If a God’s avatar is Taken Out while channeling the Beast, the God receives 2 Divine Wounds (p. 71) .
- Hunter Specific: Understanding the Beast: Receive +2 Enhancement to your roll to retain control after destroying an enemy
BEAST AVATAR
Cost: Spend variable Legend
Duration: One scene
Subject: Chosen Animal
Range: Short
Action: Simple
You imbue a chosen animal with your will, causing it to become stronger, smarter, faster, and more beautiful than others of its kind. You form a connection with this creature and can see through its eyes and control its movements. You can even commune with the animal instantaneously, understanding its wishes as you would your own.
With each Legend point spent above 2 (to a maximum of 5 Legend spent) the animal receives +1 Enhancement to all of its actions, though its Health levels do not increase. This transformation is permanent and binds the animal to you until its death. Keep in mind that while the animal may be more powerful than others of its kind, it’s still limited by its own abilities. While an animal may be smarter and may understand you, it still won’t be able to speak a human language itself.
An animal that is Taken Out while being influenced by Animal Avatar causes the God controlling the animal to receive 1 Complication to any social-related rolls as they deal with their emotions for the duration of the rest of the scene. Failing to buy off the Complication causes the God to have an emotional breakdown.
BEAST CALLING
Cost: Imbue 1 Legend
Duration: One scene
Subject: Chosen Animals
Range: Long
Action: Simple
Calling just one animal to yourself is one thing, but summoning all of them in a given area is another. When purchasing this Boon, the God must choose one type of animal. The God may then summon all of this same species of animal in a one-mile radius to her side. This allows her to give them simple commands such as retrieve this object for me or harass the police until they leave or observe this person for me. The animals do this obediently and to the best of their ability, but they will not put themselves in serious danger.
FIGHT OR FLIGHT
Cost: Imbue 1 Legend
Duration: One scene
Subject: 1 Character
Clash: Charisma + Legend vs. Resolve + Legend
Range: Close
Action: Simple
You bring out a bestial response in others, triggering a fight or flight reaction. You can make an Encourage Behavior action before activating this Boon to influence the results, although how the target responds is left to the Storyguide’s discretion. Fight does not need to be a physical response — it could result in a tongue lashing or intellectual beat down — but flight always causes the target to flee the scene immediately. If your target responds by fighting you can use this Boon a second time for free on the subject of their aggression.
LEADER OF THE PACK
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self
Action: Simple
You can speak to and understand all animals. Animals that don’t have a Legend rating treat their Attitude towards you as one point higher when determining whether you can persuade them to take on a task. This does not stack with other magical Attitude bonuses.
Once you reclaim the Legend from this Boon, your animal helpers will still try to complete your requests, but may become distractible or less reliable, at the Storyguide’s discretion.
THE BEES
Cost: Spend 1 Legend
Duration: One scene
Subject: Self
Action: Simple
Your innate connection to bees allows you to transform to a swarm of bees. This transformation is perfect in the details and undetectable through non-magical means, but doesn’t alter any of your Attributes, Skills, or other traits. However, depending on the form you assume, you can gain the following benefits:
• +1 Scale on to actions using the ‘Dexterity’ attribute
• You are able to pass through doors and windows, even closed, with ease.
• 2s: You can inflict the ‘Poisoned’ condition on your target.
• You are invulnerable to weapons which do not do some sort of area of effect as part of their damage. For example, you are immune to Swords, but not immune to flamethrowers.
TOOTH AND CLAW
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
Choose an animal whose natural ferocity you wish to evoke. Your brawling attacks gain the Lethal tag and up to three points of other weapon tags appropriate to the chosen animal, such as Grappling and Piercing for an alligator’s bite or Pushing and Piercing for a rhino’s charge.
- Warrior Specific: Chimeric Strike): You gain one additional form of attack, built with Lethal and three other tags of its own. This attack can be inspired by a different animal than the original Boon.
Beauty
ALL ELSE FALLS AWAY
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Range: Medium
Action: Simple
You are so beautiful (or so terrifying) that everything else fades into the background. Characters that perceive you must overcome a +2 Complication to undertake any action at all in your presence; if not bought off, they act as they normally would, but their memory of what transpired is confused. All they can remember is your presence, not what you did, for better or worse.
- Lover Specific - Forget Yourself Before Me: Your presence is so overwhelming, those who see you forget even themselves. Upon failure to buy off the Complication, targets of this Boon gain a Condition that causes them to forget everything but you. They suffer +3 Difficulty on any action which isn’t concerned with finding you, and they can only resolve it by being in your presence. Their memories of the original scene where you used this Boon do not return, even once the Condition is resolved.
DON’T HATE ME BECAUSE I’M BEAUTIFUL
Cost: Spend 1 Legend
Duration: One Scene (Variable)
Subject: One Person
Range: Short
Action: Simple
You immediately shift someone’s attitude towards you from Negative to Positive. They remain under this effect for an entire scene. If they leave your presence, this effect is lost. This does not make them immediately willing servants, only that they are unable to find the same animosity for you they once did.
After the scene ends or they leave your presence (whichever comes first) the effect ends and they resume their original Negative Attitude towards you
DRAW BACK THE MASK
Cost: Spend 1 Legend
Duration: Condition
Subject: One character or multiple trivial characters
Range: Short
Action: Simple
You can bestow blessings that reveal a person’s true beauty, or curses that mar them with ugliness. Your blessing or curse takes the form of a Condition imposed on one character, or on all trivial targets within range. Using this Boon on trivial targets is free. A blessed character may use their beauty once per scene to add Enhancement 2 on any roll made with a Social Attribute. This Condition resolves once its benefit has been applied a total of your (Legend + 1)
times.
A cursed character suffers a +2 Complication on all Social rolls where their distorted appearance is a disadvantage. This Condition can be resolved by making a sincere and heartfelt apology to someone the target has wronged in a significant way, or with curse-breaking magic.
EXPRESS YOUR TRUTH
Cost: Spend 1 Legend
Duration: Instant
Subject: One character
Range: Short
Action: Simple
You give your target the power to embody their true self. With their consent, the target undergoes a miraculous transformation. The transformation reflects both their conscious and unconscious desires. It can be internal, reflecting a change in perspective, growing comfort with their appearance, or acceptance of their body. It can also manifest in dramatic external transformation, altering the target’s general appearance such as hair color or eye color, height and weight, physique, sex characteristics, and other aspects of their appearance.
For the rest of the session in which this Boon is used, the target possesses an aura of confidence and joy that intuitively communicates their comfort with their transformation, and they gain +3 Enhancement on any Intrigue rolls that benefit from their newfound confidence or encouraging others to celebrate their transformation. Whatever the form their transformation takes, it is permanent unless revoked with the target’sconsent.
- Healer Specific: Peace of Mind: You offer comfort to the mind as well as the body through your blessing. This allows the target to resolve a Condition adversely affecting their mind when they benefit from this Boon.
LASTING IMPRESSION
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character or multiple trivial characters
Range: Medium
Action: Simple
You know how to flaunt your looks to kindle an irresistible infatuation. This takes the form of a Condition that you can impose on either a single target, or on all trivial targets within range. The Condition raises the target’s Attitude towards you by two points, which does not stack with other magical Attitude bonuses. It can be resolved by enjoying a moment of physical intimacy (e.g. sex, a passionate kiss, a really good hug) with you, or when you reject the target’s advances. Reclaiming the Legend imbued in this Boon also resolves the Condition.
- Tyrant Specific: Steel Wrapped in Silk: Characters affected by this Boon can’t resolve its effects until they have done at least one inconvenient task they genuinely believe will please you. Trivial characters can’t resolve it at all while your Legend remains imbued and must attempt an act of obedience or devotion in any scene where they have the opportunity to interact with you
PAINFUL TO BEHOLD
Cost: Spend 1 Legend
Duration: Condition
Subject: Self
Action: Simple
Your presence becomes so striking that it inflicts pain on those who gaze at you for too long. All characters in your presence are exposed to the Painful to Behold Condition and suffer a +2 Complication to their actions. Failure to buy this Complication off inflicts an Injury Condition of an appropriate nature, such as damage to the eyes, pressure on the mind, or exhaustion of the soul. Trivial characters who witness you are immediately Taken Out in an appropriate fashion, though they may be unharmed at the start of the next scene at your discretion. You may exempt your allies from this effect.
This Condition resolves at the end of the scene, or whenever you suffer an Injury Condition, whichever comes first.
- Primeval Specific: A Sight Too Beautiful: Anyone Taken Out by your presence suffers a Persistent Condition such as the loss of eyesight that may only be removed through miraculous healing.
TOO PRETTY FOR THIS
Cost: Imbue 1 Legend
Duration: Scene or loss of cover
Subject: Self
Clash: Legend + Charisma vs. Legend + Composure
Action: Simple
It would be a tragedy if something were to damage your pretty face. While in combat, you can disengage and use your beauty as a shield, granting you light cover. Imbue Feat of Scale to increase from light to heavy cover. Your cover extends to a number of characters equal to your Legend within a short range.
As long as you don’t make attacks, your opponents target someone else unless there are no other targets. If opponents fail to overcome a +3 Complication, they incur a +2 difficulty to attack you when other targets are available. This effect does not apply to other characters under the protection of your cover.
- Shepherd — Too Pretty Too: Your ward benefits from the cover your beauty provides as long as they are in your line of vision. Your ward doesn’t count toward how many characters you can expand this cover to.
VISAGE GREAT AND TERRIBLE
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
The line between beauty and monstrosity is drawn by your hand. Your very appearance instills your enemies with the absolute terror of confronting your divinity. Trivial targets automatically flee from you, while other characters face a +2 Complication on any action that does not somehow help them flee your presence.
WORK IT
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One Person
Action: Simple
You decree that someone is the new ‘It Person’ and that they are bringing ‘it’ whatever it is that you judge them to be. The world hangs on your judgement of poise and beauty and your word is indisputable.
The target gains the Serving Condition and cannot shake it until you decree.
Serving Condition
Serving Condition
You are serving. Your outfit is straight-up snatched. You’re serving style, you’re serving face, or you might even be serving cunt.
Effect
You convey one mood or impression instantly to people you encounter them. It is utterly unmistakable, and gives you a +1 enhancement when this would be beneficial. The target must be able to see you to gain this effect
Momentum
You may not wish to convey this impression. When you suffer negative effects for conveying a bad impression, you gain a momentum.
Resolution
When you become sullied, or dirty, or you are put into a casual situation that is contrary to your persona, the effect wears off.
Link to original
Chaos
BUTTERFLY EFFECT
Cost: Variable
Duration: Variable
Subject: Action
Range: Short
Action: Simple
A single push of a domino can set off a series of effects that can lead to either ultimate victory or
destruction. Gods who follow Chaos know this betterthan anyone else. A seemingly unconnected series of circumstances can wreak havoc over time.
The God may spend between 1 to 5 Legend points to set off a series of incidents that will lead to their ultimate goal. This series of incidents can occur either over one scene or over the course of an entire act or series, depending on how many Legend points were spent and what the God is attempting the accomplish. When creating the Butterfly Effect, a Collateral pool is also made (Titanomachy p. 142). Each time eitherthe God or their companions are in direct association with incidents caused by their Butterfly Effect or perform actions that would lead to the ultimate goal of the Butterfly Effect, they add a die to the Collateral pool. Once the Collateral pool reaches up to 10 dice, the individual who added the final die rolls all 10 dice. The Storyguide then chooses any of the following Stunts, based on number of successes rolled.
- Echo (3 success): Alter the Field with an aspect of the rolling player’s Purviews. A building might sprout flowers, a road could turn into a river, trees could become metal sculptures, and so on. These changes persist until the end of the scene. Harm (2 successes 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 (2 successes): Onlookers turn against the characters. 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 (2 successes 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, a getaway car, an armored vehicle, etc.
- Rift (5 successes): 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 (2 successes): All trivial or non-magical targets (including followers) 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.
- Trickster Specific: Trickster’s Choice: If you are the one who rolls the 10 dice, then instead of the Storyguide choosing which Stunts are used, you may make that choice.
HORNET’S NEST
Cost: Spend 1 Legend
Duration: One scene
Subject: Multiple characters
Range: Medium
Action: Simple
You create an instant riot. All trivial characters in range, plus up to (Legend x 3) non-trivial mortals, will stop whatever they’re doing and create a wild and disruptive frenzy, mob, or protest — whichever is most appropriate to the circumstances. If the Storyguide has specific plans for what a mortal character is doing in the scene (for example, the hired security you’re trying to distract with a riot), he can declare them unavailable as targets. You have no control over the mob, but they’re reckless and loud and provide a good distraction.
NO MASTERS
Cost: Imbue 1 Legend
Duration: One scene
Subject: One character
Clash: Manipulation + Legend vs. Composure + Legend
Range: Medium
Action: Simple
You strip a character of their authority over others. This suppresses any positive Attitudes or Bonds that any other character within long range has towards the target based on any kind of political, social, or economic authority he holds over them for the duration of the scene. Negative emotions are unaffected — employees may lose all loyalty they have to their boss, but they’ll still carry the resentment from long hours or shitty wages. Using this Boon on a trivial character is free.
- Judge Specific: Barred from Office: You may spend 1 Legend instead when using this Boon to inflict its effects as a Persistent Condition, preventing the target from accumulating or benefiting from any kind of authority. You must pronounce a clause that will resolve the curse — usually when the target has learned true humility, made substantial amends, or otherwise corrected whatever hubris led them to infamy in the first place.
OVERWHELMING CHAOS
Cost: Imbue 1 Legend
Duration: One scene
Subject: One machine or character
Range: Short
Action: Simple
You overload a machine’s gears or a person’s mind with concentrated entropy. A targeted character must struggle simply to maintain coherent thought. On each turn, if they wish to take an action, they must combine it with a Stamina + Athletics roll at Difficulty 2. Nontrivial characters are rendered catatonic for the scene. Machines up to the size of a car can be targeted, breaking down completely until they receive maintenance. This damage is permanent, but the Scion cannot reclaim the Legend imbued in this Boon until the next scene.
REWORKED RELIC
Cost: Imbue 1 Legend
Duration: One Scene
Subject: Relic
Range: Short
Action: Simple
When it comes down to it, everything returns to Chaos. The Void is eternal, ever present and waiting for the end. By focusing on a Relic, a God of Chaos may change it so that they themselves can use it for a short period without any ill side effects. A God may choose to perform one of the below actions when using Reworked Relic:
- Change any current tags to new tags. The God cannot add additional tags when using this.
- Change the item’s Purview.
- Change the item type, but not its fundamental purpose. As an example, a sword can be changed into a gun since it still remains a weapon. However, a sword cannot be changed into a pendant.
- Creator Specific: Master Crafter: You may choose to make two changes instead of one at the same cost
RISING CHAOS
Cost: Imbue 1+ Legend
Duration: One scene
Subject: Variable
Range: Short
Action: Simple
Mortals, Demigods, and even Gods have always trodden a fine line between order and chaos. You can tip them from that line and firmly to the side of disorder. Any Tier 1 characters in range will argue, riot, or frenzy based on Storyguide discretion. Any Tier 2 characters suffer 2 Complication that if not bought off causes them to frenzy. Any Tier 3 characters must compare the amount of Legend points that the God is imbuing against their own. If the amount of points being imbued is more than the amount that the Tier 3 character possesses, then they also join the fray.
TEST OF FAITH
Cost: Varies
Duration: Indefinite
Subject: One character
Range: Short
Action: Simple
Your actions shake things up and tests a person’s faith, allowing you to change which deity a trivial target follows. Spending one point of Legend shifts their allegiance to a deity of the same Pantheon with one of the same Purviews, based on the target’s own beliefs or interests. For example, a Prosperity priest of Chantico abandons her to worship Xochiquetzal. By spending another point of Legend, you can cause the follower to change to a deity of another Pantheon, and/or one with no shared Callings. Legend spent on this Boon adds to the Collateral pool, or generates
Tension if you’re not using the Collateral pool.
Outsider — On My Own: You can sever a Scion’s connection with their progenitor. If you defeat a lower-Tier Scion in a Clash of Wills, they abandon their Pantheon and assume a Covenant rating of the difference between their Tier and yours + 1 (minimum of 2). They lose access to the Pantheon Specific Purview, replacing any Boons with Covenant Boons (Scion: Mysteries of the World, p. 70).
UNO REVERSE
Cost: Imbue 1 Legend
Duration: One Scene
Subject: One Zone
Range: Medium
Action: Reactive.
You unmoor the very structure of reality: No longer does every action create an equal or opposite reaction. While this Boon is active, you may take one Complication, and reverse it upon it’s user. For example, if a sorcerer, lights the floor on fire to create a complication that would befall Scions should they touch the ground, you are able to instantly turn it upon it’s user. If a scion were to touch the ground, instead the sorcerer would be the one caught on fire.
Once the complication is reversed, then then the effect is ended.
Darkness
BLINDING VEIL
Cost: Imbue 1 Legend
Duration: One scene
Subject: Multiple characters
Range: Short
Action: Simple
You can strip away the vision of any number of characters in range, imposing a blinded Condition on them for one scene. If you choose only trivial targets to blind, using this Boon is free.
- Trickster Specific: Smothered Senses: Targets lose an additional sense of your choice for the duration.
DREAM WEAVER
Cost: Spend 1 Legend
Duration: Until the target next sleeps
Subject: One character
Range: Long
Action: Simple
You shape a dream, and send it after someone you know — not necessarily personally, but at least well enough to provide a unique description. The next time that character goes to sleep, this Boon triggers. You can make an influence roll against the target by shaping and controlling the events and appearance of their dream. You choose how you appear in their dream, which may allow you to avoid a negative Attitude towards you or exploit a Bond or Attitude towards another character. If you appear as yourself, the intimacy of the dream still raises their Attitude by one point. This doesn’t stack with other magical Attitude bonuses.
KINSHIP WITH NIGHT
Cost: Imbue 1 Legend
Duration: Condition
Subject: One character
Range: Medium
Action: Simple
This blessing transforms your target into a creature of the night. This transformation may give the target features akin to nocturnal animals or night- or dark-dwelling Denizens, though just as often, they become a living pall of darkness. When taking Intrigue actions involving nocturnal animals or Denizens associated with dreams, darkness, or night, the target gains Enhancement 3 for the duration. Shadows are drawn naturally to the target, offering the same Enhancement to conceal themselves within shadows or to hide their identity. This Condition is resolved when the sun’s light falls on the target.
- Liminal Specific: Night-Friend’s Blessing: This Boon confers upon its beneficiary a single use of a Miracle using the Darkness Purview, using one of your Motifs. Doing so resolves the Condition.
NIGHT VISION
Cost: Imbue 1 Legend
Duration: One Scene
Subject: Up to 5 People
Range: Medium
Action: Reactive
You extend your innate power to see in the dark to a group of fellow travelers. You, and a group of other people of your choosing can see in pitch darkness, and suffer no complications or increased difficulty from dim light.
NIGHT’S CARESS
Cost: Imbue 1 Legend
Duration: One scene
Subject: One character or multiple trivial characters
Range: Short
Action: Simple
You can lull a character to sleep over the course of a few seconds, as long as they are not in combat or a similarly high-stakes situation. They remain asleep until at least the end of the scene unless attacked by enemies or magically awakened. You can put multiple trivial targets to sleep as long as they are in this Boon’s range, and can do so even in combat.
NIGHTMARE MANIFEST
Cost: Spend 1 Legend
Duration: Condition
Subject: One character
Range: Short
Action: Simple
Your power turns dreams against dreamers, making their nightmares come to life. The target suffers the Living Nightmare Condition, which causes an intangible nightmare to appear within short range of the target, and they suffer a +3 Complication to all rolls from the distraction. Failure to buy off this Complication results in the Living Nightmare moving one range band towards the target. If it enters into close range, it will attack them using your Occult + Presence against the target’s Defense. Success inflicts an Injury Condition that manifests as white hair or internal injury without cause.
The Living Nightmare is intangible and imperceptible to all but you and the target and appears as her worst fear from her nightmares, which may serve as a Clue in Procedural scenes. To resolve the Condition, the target must enter into close range and take a simple action to make an opposed Integrity + Cunning roll against your Occult + Presence. Success overcomes the nightmare with sheer will and disperses it for the scene. Otherwise, the Condition fades at the end of
the scene.
- Adversary Specific: I Am Your Nightmare: The living nightmare appears as a duplicate of you. You may speak through it to intimidate your enemy, gaining +2 Enhancement to influence rolls against your target. This speech is not perceptible to anyone but you and your target.
REVEAL THE INNER DARKNESS
Cost: Imbue 1 Legend
Duration: Varies
Subject: One Character
Range: Short
Action: Simple
You bring people’s dark thoughts to the surface and make them want to confess their deepest secrets. Your targets incur 3 Complication on social actions. Failure to buy it off causes them to share their darkest deed. Only characters you are in direct conversation with can be targeted. The Storyguide decides what the target considers their darkest secret and therefore what they say. If the secret isn’t relevant to your inquiry, gain +2 Enhancement to use what you’ve learned to blackmail your target. The effect ends when the target confesses — intentionally or not — or at the next sunrise, whichever comes first.
SHADOW SPIES
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Shadows
Range: Long
Action: Simple
You may compel the shadows to reveal the secrets of those they’ve seen. You must be able to perceive a shadow to compel it to reveal its secrets. They will always answer truthfully, but their understanding is limited by their nature: A shadow cast by a torch or a light can identify basic information, while a lantern could describe the presence of two figures arguing, but it doesn’t understand what they may have said. Shadows cast by people are more articulate, able to understand and relate much about what they see. These shadows have an Attitude of 3 towards you.
As long as you imbue Legend in this boon, the shadow’s answers provide Enhancement 3 on any applicable rolls.
- Leader Specific: Lord of Shadows: You may animate a shadow to move separately from its master, and it can even interact with the environment around it. Treat an animate shadow as if it were a Follower with a number of tags equal to (Legend/2, rounded up). The animate shadow remains as long as Legend is imbued. You may only maintain a single instance of this effect at any given time.
Death
CLAIM SOUL
Cost: Spend 1 Legend
Duration: Instant
Subject: A dying character
Range: Long
Action: Simple
When someone dies in your presence, you may use this Boon to claim their soul before it proceeds to its
expected destination. Their soul appears before you to pass your judgement. You may send them to an Underworld of your choosing, describing the circumstances of their arrival and their relationship with their new home; transform them into an Ancestor; or you may choose to transform them into an Eidolon (Scion: Origin, p. 31) related to your Pantheon, dispatching them to a Godsrealm.
You may also charge an Eidolon with a task and dispatch them to the appropriate Otherworld to accomplish it, such as guiding other Shades in the Underworld, guarding a particular location, or mentoring a young Scion. For the most part, Eidolons are treated as independent Storyguide characters, but as long as the Eidolon serves you, they may confer +2 Enhancement to an action once per scene to their charge as a divine blessing. You may also use their soul for other purposes, such as to complete a Milestone in crafting or as supporting characters in Intrigue scenes.
- Judge Specific: Harrowing Test: You may speak directly through your Eidolons to pass on divine warnings. When sent to pass judgement over living targets, you may imbue 1 Legend to possess your Eidolon for the scene, granting them access to your power.
CTHONIC PATH
Cost: Imbue 1 Legend, Spend 1 Legend
Duration: Indefinite, Permanent
Subject: Any two locations on (Or under) the earth.
Action: Complex
Drawing upon your knowledge of the Underworld and the paths that lead to it, you are very prone to finding shortcuts that surpass distance and time. While this legend is invested you may move from one underground location to another. Other characters may follow you, however if you look behind you lose your concentration and the group becomes lost. If you spend the imbued legend, you can emerge to the surface at some random spot between the origin and destination.
The amount of time it takes to travel between these two locations 1/13th the amount of time it would take a mortal to reach these locations using the fastest mortal means. Once you have reached your destination, you can spend a legend to permanently remember the path, establishing it. You are free from the former limitation and can use the path freely to get between the two points.
DEAD ON THE INSIDE
Cost: Imbue 1 Legend
Duration: Scene
Subject: One character
Clash: Intellect + Legend vs. Composure + Legend
Range: Close
Action: Simple
Getting too close to you deadens a person’s emotions. By touching a target you reset all their attitudes to 0 and prevent them from being affected by the atmosphere. Attempts to change their attitude suffer an increased difficulty equal to your Legend/2 (rounded up). Spend a point of Legend to increase the duration to indefinite.
Psychopomp — Ghost Magnet: Your target’s emotional void attracts the dead. Spirits of the dead within long range of the target mistake them for one of their one. Your target draws one undead spirit per rank you have in the Death Purview.
OPENING THE GATES
Cost: Spend 1 Legend
Duration: One scene
Subject: Self
Range: Medium
Action: Simple
You may open the gates to the Underworlds to call forth the dead to do your bidding. You call forth the dead from the ground or a nearby portal to the afterlife as walking corpses, wraiths, or in whatever form is culturally appropriate. They take the form of obedient undead Followers with the following tags: Heavy, Mob, and Tough. Treat them as if they possessed a rating equal to your (Legend/2, rounded up). They do the character’s bidding unquestioningly until they return to the grave at the end of the scene.
Alternatively, you may Imbue 1 Legend to instead call forth an individual to serve. You may select their Archetype and grant them two additional tags. You may not select the Group tag.
- Tyrant Specific: Emperor of Death: An army of the dead rises to serve you instead. Imbue one Legend. You may grant your Followers the Mob tag, and the raised dead persist indefinitely as long as your Legend remains imbued.
ORPHIC REUNION
Cost: Spend 1 Legend
Duration: One night
Subject: One character
Range: Short
Action: Simple
For one night, you return a deceased character that knew the target to their side. The deceased is temporarily drawn from whatever Underworld they inhabit instantaneously, if nothing prevents their departure. An opposing force prompts a Clash of Wills. They may enjoy each other’s company as if the deceased were still alive; however, this Boon does not ensure that the reunion will be a happy one. The deceased character need not possess a positive Attitude to-
wards the target.
You may choose if trivial characters may perceive or interact with the deceased. When the sun rises, the deceased returns to their place of rest. You can only use this Boon on the same target once per session.
- Healer Specific: A Night’s Reprieve: You may target this Boon at a small group of significant characters, equal to (your Legend/2, rounded up), and any number of trivial characters, allowing you to return many for a night of shared celebration.
THE WAY OF ALL FLESH
Cost: Imbue 1 Legend or Free
Duration: One scene or Instant
Range: Short
Subject: One character
Action: Simple
You sap a character’s life force. All attacks against this gain the Aggravated tag for one scene. When they take damage, they treat their (Defense + Armor) total as one point lower than it actually is to determine the Injury Complication. Alternatively, this Boon can be used to destroy or banish all trivial undead targets in range. Doing so is free.
UNQUIET DEAD
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One corpse or ghost
Action: Simple
You can cause a corpse to speak, or summon a person’s ghost, shade, or other culturally appropriate remnant (Scion: Origin, p. 31) from the site of their grave for one scene. The corpse or shade cannot act except to speak, but you can try to influence it just like anyone else. It starts with Attitude 3 towards you. The undead retains all memories it had in life, except for a blank space of about five minutes leading up to the time of their death. As long as you imbue Legend in this boon, the undead’s answers provide Enhancement 3 on any applicable rolls, such as tracking down the person who killed them. You can only use this Boon on the same undead once per session.
- Liminal Specific: Vessel for the Dead: While your Legend remains imbued, the ghost may travel with you as a guest and advisor, invisible to all others unless you choose to make them manifest. Unless they’re hostile to you, they serve as a 2-dot Follower with either the Entourage or Consultant archetype and the Access tag, providing intel about one of their Paths in life
YOUR FAULT
Cost: Imbue 1 Legend
Duration: Condition
Range: Medium
Subject: One character
Action: Simple
You burden a character with the guilt of knowing they were responsible for the last death they witnessed (attending a funeral or reading about a death on the media counts). This is a Condition, with precise effects that depend on that character’s personality and their relation to the deceased. A political activist who feels responsible for assassinating an opposition party candidate might have a hard time not bragging about it, while someone who thinks they let the love of their life die will be devastated. As a default, the Condition increases the difficulty of all actions that character takes by +2, except actions that have the potential to harm them or otherwise traumatically expiate their guilt. The Condition resolves when the affected char- acter confesses their responsibility to someone who trusts them or when you reclaim the Legend imbued in this Boon.
Deception
ALTER EGO
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self or Band
Action: Reflexive
Whether you’re fighting evil by the moonlight or trying to have a normal life while also being a World-renowned rock sensation, you know how to keep your many lives separate. You can use this Boon to instantly disguise yourself. So long as you take any action to look different — something as simple as glasses or an unflattering hairstyle counts! — and mortal observers are utterly unable to figure out your original identity. Characters applying supernatural scrutiny still suffer a level 3 Complication; if not bought off, investigations don’t produce any hard evidence, so there’s no proof they can bring to other people. When you invoke this Boon you can extend its benefits to willing Bandmates within short range, but their alter egos are always tied to your own. If you disguise yourself as “rock legend Louis Lightning,” they’ll end up cast as Louis’ backing singers, stage crew, bodyguards, etc.
- This can be purchased as a Moon Boon named “Moonlighting.”
CRAWLING ON MY SKIN
Cost: Imbue 1 (or more) Legend
Duration: Scene
Subject: One character per Legend
Clash: Resolve + Legend vs. Composure + Legend
Range: Special (sight)
Action: Simple
Your target suffers from tactile hallucinations: feeling sensations which aren’t real. This can present as a minor irritation such as a phantom mosquito landing on their arm and taking a bite, all the way up to believing they’ve been stabbed by a nonexistent knife. Not all tactile hallucinations are innately negative. They can present as other pleasurable sensations, such as a lover’s warm breath caressing the back of the neck. Trivial targets are overwhelmed and unable to act for a number of turns equal to your Legend/2 (rounded up). Non-trivial targets receive a Complication equal to your successes in a Clash of Wills or face +2 difficulty from being distracted by the imaginary sensations.
DOPPELGANGER
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Range: Long
Action: Simple
You can create an almost perfect replica of yourself or someone else with the same powers and abilities that you have or the other person has. This Doppelganger will act as you would act or the other person would act, though it cannot be in the same vicinity as you or the other person. As soon as it comes within short or medium range of you or the person it is replicating, it dissipates. This Doppelganger will only be present for a short amount of time and will dissipate after a scene or if it is Taken Out. When the Doppelganger is of someone else, then it is up to Storyguide discretion how the Doppelganger acts. Characters of the same Tier or higher may recognize the Doppelganger for what it is with a Clash of Wills.
- Monster Specific: Gruesome Demise: You may choose to end this effect early, instead detonating the Doppelganger into an explosion of ichor and illusory flesh. All characters within short range of the Doppelganger immediately suffer an Injury. You may also apply this effect whenever the Doppelganger would be Taken Out otherwise.
EPHEMERA
Cost: Imbue 1 Legend
Duration: Indefinite
Range: Medium
Clash: Manipulation + Legend vs. Cunning + Legend
Action: Simple
You create an illusory image of a person, animal, or object, up to the size of a car. The illusion is lifelike and seems completely authentic — a person breathes, a car’s engine throbs, a fire gives off heat — but it has no physical substance and cannot exert force or cause harm. It can move, but must remain within this Boon’s range. A non-trivial character who wins the Clash of Wills can see through the illusion. Attempts to touch or physically interact with an illusion go right through it, letting anyone who sees this recognize it as unreal in the absence of extraordinary circumstances.
- Creator Specific: The Next Best Thing): Your illusions are incredibly detailed and lifelike; even characters attempting to physically interact with them must succeed at a Clash of Wills or else be compelled to explain away any inconsistency — maybe they just imagined that their hand went through that wall for a moment
FALSE HISTORY
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Clash: Manipulation + Legend vs. Resolve + Legend
Range: Close
Action: Simple
You can make a single, discrete change to the substantive content of a character’s memories of the last five minutes or so, such as “me and my friends were never here,” “all you saw were some feral dogs,” or “the room you were in was ornately furnished.” Once you reclaim the Legend, their memory reverts to normal. You can alter trivial characters’ memories permanently, and only need to imbue Legend until the end of the scene to do so.
ILLUSION OF LIFE
Cost: Variable
Duration: One scene
Range: Long
Action: Simple
You can create an illusory scene that covers up to long range. This could be the illusion of approaching military troops or the illusion of a car or plane. It could even be the illusion of Gods coming in force or a pit in the ground. This illusory scene looks, smells, and even sounds like the real thing. Objects within it even have some physicality and can be touched. However, these illusions cannot cause actual harm or stand up to any true force being used against them. A base illusion im- bues 1 Legend, but you may imbue your illusion with up to 3 Legend to make it more realistic. With every point spent, you increase the difficulty to see through the illusion by 1.
Those who wish to see through your illusion must make an Integrity + Intellect roll (base Difficulty 3). If the illusion is seen through, then you gain 1 Momentum.
- Creator Specific: Vision Made Flesh: When you imbue additional Legend to make the illusion harder to detect, instead you transform it into something temporarily real. Military troops become Followers with a rating equal to your Creator dots, vehicles take form and can be piloted, a pit in the ground becomes dangerous terrain, and so on.
PERFECT REPLICA
Cost: Spend 1 Legend
Duration: One scene
Subject: Self
Range: Short
Action: Simple
You can become the exact facsimile of another mortal, Hero, Demigod, or God. You seem exactly like them in the way you look and talk, and you can even mimic the appearance of their powers, if not the actual way they function. Anyone who tries to see through your disguise suffers a +4 Complication to their rolls to recognize who you actually are. If the Complication is not bought off, you receive a +2 Enhancement to any social rolls against them. When attempting to copy a God, they may attempt to resist you via a Clash of Wills. If they succeed against you, you receive a Divine Wound. If you succeed, then you inflict a Divine Wound on them in addition to copying them.
- Adversary Specific: Lessons of the Self: While using this Boon to impersonate someone with the express goal of teaching them a lesson, increase the Complication and Enhancement provided by thisCharm by 1 so long as they hold a negative Attitude towards you. When this Boon resolves, you may adjust their Attitude towards you by 1 in either direction.
This Mask of Mine
Cost: Imbue One Legend
Duration: Indefinite
Subject: Self
Action: Simple
You borrow the face from another person. If used on an unconcious or otherwise helpless character, this requires only an action. If resisted, this requires a Close Combat+Might to physically wrest the face from the target.
While worn, you gain a +2 enhancement to rolls to convince people of your assumed identity. Additionally, you impose a +2 complication on anyone who sees through your disguise at the blank space where once your face resided. If they do not buy this off, they gain the Terrified Condition.
WALK UNNOTICED
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Clash: Manipulation + Legend vs. Cunning + Legend.
Action: Reflexive
You slough off your identity and vanish. You do not become literally invisible — instead, people’s minds simply fail to process any distinguishing information about you. A non-trivial character that wins the Clash of Wills can see through this, but still cannot distinguish your identity or any identifying features, and face a +3 Complication on rolls to notice you. No one noticed Robert Dunn walking through the hospital’s antiseptic corridors. He was just another nurse, or maybe a patient’s family member — no one of any importance, not a Scion of mac Lir. There were security cameras, but the guard watching the feed took no notice, his eyes slipping off the monitor whenever Robert came on screen. Pakhan Sokolov had his own men, Bratva, posted at the door, but they either didn’t notice the sound of the doorknob turning or were too preoccupied with their cellphones to care.
Earth
DIAMOND JUBILEE
Cost: Imbue 1 Legend, Spend 1 Legend
Duration: Indefinite
Subject: Legend+1 characters + all Trivial Characters
Range: Medium
Action: Complex
When you host some event with guests, you can present everyone with a gift. The gift may be of any sort, but it is unique to each person and utterly appreciated. If the receiver is a player character, they decide what gift would be most appreciated by their character.
For a number of characters equal to your Legend+1, upon receiving their gift, they gain the condition ‘Jubilant’ giving you (and only you) +2 enhancements on attempts to influence them as long as this Legend is invested. Trivial characters do not count towards this limit.
You may spend the imbued legend to call in a social obligation, compelling one character to give a gift or favor in return. You may make one request of them. They suffer a +3 complication on any action that is not complying with your request. After the Legend is spent in this fashion, all conditions granted by this boon are lifted.
EARTHEN CHAIN
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
You become empowered with the strength of earth, giving you chains made from the structure of the world that you can use to bind your enemies. Imbue a Legend. While Imbued, you can attack with these chains with Close Combat. As a weapon, these chains give have the Grappling and Reach tags.
Once per Scene, you can spend this imbued legend on one of the following: +1 Scale for one attempt to grab, hold, or pull an object OR automatically apply the Grappled Status Effect to one target as a Major Complication (3), binding them to the ground, floor or other surface.
EARTHEN CREATION
Cost: Imbue 1 Legend
Duration: One scene
Subject: Earth
Range: Short
Action: Simple
Earth can be strong as diamond or as moldable as clay. You know how to use this to your best advantage. By concentrating on the earthen materials around you, you can mold them to your will. This may be an impromptu shield that breaks once one blow is blocked or an earthen throne to sit on. It can even be an earthen spear to hurl at an enemy or a bridge across a canyon. Whatever is created is destroyed once it’s used and is made from the earthen materials at hand. Items created can have up to 3 tags and receive a +1 Enhancement that matches the theme of the item.
- Guardian Specific: Impasse: When you use this Boon, you may create walls of stone providing light or heavy cover. Increase the number of Injuries the wall can take by your Guardian dots. These walls may be used to completely block ground-level movement, requiring enemies to leap or soar over them.
EARTHEN TRANSFORMATION
Cost: Imbue 1 Legend
Duration: One scene
Subject: Earth
Range: Short
Action: Simple
Earth isn’t just dirt and rock. It’s also sand, metal, and gems. You’re able to enforce your will on a single material made of earth and can transform it to another material made of earth. This could be transforming steel into copper or glass into silver. You can choose to turn mere rocks into gems to sell before they transform back (to the dismay of the person that bought them). You can also change earth into gold to allow it to be more conductive to electricity. The transformation does not last forever, however, and reverts back at the end of the scene. At Storyguide discretion, receive +1 Enhancement to any action you’re attempting to enhance with the transformation. As an example, you may be trying to break into a safe made of steel. You decide to transform the lock of the safe into sand, which turns it into a sandstone-like material. The Storyguide gives you a +1 Enhancement to busting into the safe.
- Destroyer Specific: All Is Rust: When you use this Boon, you may instead weaken an object, reducing its durability Scale by 1 and negating any Enhancement an object would otherwise provide.
MOLTEN EARTH
Cost: Imbue 1 Legend
Duration: One scene
Subject: Action
Range: Medium
Action: Simple
Magma is the lifeblood of the Earth, flowing deep beneath its surface or bursting through between cracks and fissures. You’re able to use your mind to control the flow of magma and bend it to your will. As soon as you activate Molten Earth, you can call magma from beneath the surface of the Earth and form it to your will. The magma will not harm you, and you can walk through it as easily as you would water. When using Molten Earth, you cause a Field Complication (3) that affects anyone in the vicinity, other than yourself. Your enemies all take 1 Damage unless they buy off the Complication each turn. Your allies are immune to this effect.
ROCK FIST
Cost: Imbue 1 Legend
Duration: One attack
Subject: One character
Clash: Close Dexterity + Legend vs. Cunning + Legend
Range: Long
Action: Simple
The earth attacks on your behalf. Strike the ground and make your attack action as normal. On a success, rocks shoot up from the earth underneath your target. The unexpected nature of the attack catches the target off guard, reducing their defense by 1. Trivial targets gain the Stunned condition, while characters of equal or higher Tier resist with a Clash of Wills. This Boon causes the earth to break through concrete or any other substance covering the ground, but the attack cannot reach targets who are not on the ground or within close range to the earth.
SHAPING HAND
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
You can shape and mold stone, metal, and other earthen substances with your bare hands as though it were as malleable as clay. When this assists in an action, like climbing a sheer cliff overhang or pulling a steel wall open, you gain Enhancement 3.
SKIN LIKE STONE
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
Your soft armor rating increases by one. If you aren’t wearing any armor (or other protective gear that provides a soft armor rating), it increases by three instead.
STONY HEART
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self or one character
Range: Short
Action: Reflexive
You can harden someone’s heart, setting them in their ways against impassioned pleas for help or sweet words of seduction. This imposes a +3 Complication on any Social actions targeting the character whose heart was hardened, unless the Storyguide determines that the interaction is completely devoid of any appeal to emotion. She can use this Boon on herself or her allies to fend off the blandishments of others, or use it to undermine other character’s attempts at intrigue.
Epic Dexterity
ESCAPE ARTIST
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
You become utterly uncontainable to all mundane means, allowing you to slip out of any mundane restraints — you can instantly and effortlessly escape handcuffs, slip a grapple, or pick your way through a prison lock. Against supernatural restraint, including holds from Scions and other Legendary beings, you gain +3 Enhancement to any attempt to escape
through dexterity.
- Trickster Specific: Substitute Detainee: When you escape from another character while using this Boon, spend one Momentum to swap places with another character in short range — so a cop’s partner ends up in handcuffs instead of you, or the centaur trying to pin you down ends up on top of their buddy instead.
FASTER THAN THE EYE
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
You move faster than the human eye can process, allowing you to take actions at up to Short range and return to your “current” position in an instant. Attempts to notice you doing so require either technological or supernatural assistance, and even those suffer from a +2 Complication preventing others from pinpointing exactly what you did and how you did it; without buy- ing it off, all they can notice is a vaguely you-shaped blur.
- Monster Specific: Gone in a Blink: You may use the speed from this Boon to hide behind anything within short range without having to cross the intervening space.
Float Like a Butterfly, Sting Like a Bee +
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple Action
You have such a bounce to your step that it looks to the casual passerby that you aren’t even touching the ground. Your body moves lithely around any blow that comes your way. You’re young, handsome and fast, you can’t possibly be beat.
Make a Knack Skill roll (usually Dexterity+Close Combat). For each success you gain a ‘Bounce’. With every ‘Bounce’, can grant yourself +2 enhancement to an attack using your fists or to your defense. You do not have to grant yourself this bonus until after you’ve rolled either Close Combat or your Defense roll.
HEAVENLY STRIDE
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
You can cross great distances in a scant matter of minutes, zooming past passersby in a blur of motion. Add Enhancement 3 on Rush actions and any action you take in a race. Once per scene, you may make a Feat of Scale to enhance any action based on physical speed without having to pay a point of Legend.
POCKETING THE MOON
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self
Action: Reflexive
Upon successfully taking hold of an object, you may activate this Boon to successfully hide it somewhere either in the scene or on your person. This ignores up to 3 points of Complication from an object’s bulk or size and allows for impossible feats, such as packing a sword into a handbag or smuggling a lion in a cat-carrier. Mundane efforts can’t locate the hidden object, and supernatural investigations suffer +2 Difficulty.
- Guardian Specific: Safehouse Vigil: Whenever someone seeking the hidden object approaches within long range, you are instantly aware of their presence and intention. You may project your senses to the scene to observe the target for as long as they remain in range, although other details are vague and indistinct, such as the surrounding environment and passers-by.
THE FALLING STAR
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
Your speed is a powerful asset in battle. In combat, you can use your reflexive Move action to cross two range bands, and gain Enhancement 3 on rolls to Disengage. You cannot take damage from falling.
- Guardian Specific: I’ll Be There): Once per round when using a complicate action to protect a target, you may reflexively move one range band towards them.
THREAD THE NEEDLE
Cost: Imbue 1 Legend
Duration: Scene
Subject: Self
Action: Reflexive
There’s a godly grace and elegance in your movements. Imbue additional Legend to activate more than one of these abilities at a time:
-
Using fine motor skills for actions such as lockpicking, computer repair, or other crafting projects gain Enhancement 3.
-
Ignore up to your Legend in cover when making a ranged attack.
-
Gain Enhancement 2 navigating difficult or dangerous terrain.
-
Land a blow on an opponent finding a gap in their armor, ignoring its effect. Characters with natural armor are unaffected by this attack.
-
Shepherd — As I Do: Your ward studied with you extensively and learned to follow your lead. After using this Boon spend 1 Momentum for your charge to receive the same benefits.
UNERRING FLIGHT
Cost: Imbue 1 Legend
Duration: Instant
Subject: Self
Action: Reflexive
In your precise hands, ranged weapons become extraordinarily deadly. You may make a ranged attack against any enemy in your line of sight, even out to extreme range. You can roll the attack with Dexterity in place of the Attribute normally associated with that range band, and do not face an increased difficulty for using weapons with the Ranged or Long Range tag at any range band. You can use this boon to attack an enemy behind full cover.
Epic Stamina
ADAMANT BODY
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive, when applied
Your skin becomes as hard as adamant, granting you +1 soft armor and the benefit of the Resistant armor tag against a specific type of damage, such as bullets, fire, or acid.
When you purchase this boon, choose one kind of damage that you are naturally resistant to. You can use it to resist the chosen damage type without having to imbue Legend in it.
- Healer Specific: Herd Immunity): Friendly characters within short range of you also benefitfrom the Resistant armor tag against the chosen damage type.
CAN’T STOP, WON’T STOP
Cost: Imbue 1 Legend
Duration: Scene
Subject: Self
Action: Reflexive
Bruised ribs, broken bones, and other serious wounds aren’t enough to slow you down. When you activate this Boon you suffer no penalties from Injury Conditions for the rest of the scene. You may still suffer other consequences — losing a leg still hampers a move action — but you’re able to carry on. If Taken Out, you can fight on for a number of rounds equal to your Legend before collapsing if you don’t receive healing.
- Outsider — Me Against the World: When you act alone, you turn any dice penalties or Complications normally imposed into Enhancements up to your Outsider dots. The action can still be part of a group activity as long as you’re the only one working on that part of the task. This Knack applies when hacking into a security system by yourself, but taking on one head of a hydra while your Bandmates fight the others would not.
HALE OF SPIRIT
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self or one character
Range: Short
Action: Simple
You endow a character with an overwhelming sense of wellbeing and energy. Attempts to shame, frighten, depress, or otherwise dissuade them from their chosen course of action suffer +2 Difficulty. If the character would benefit from one of their own positive Attitudes,they may treat it as 1 higher.
- Healer Specific: Heart to Heart: Whenever the character sincerely shares their experiences, trauma, or insecurities to connect with someone experiencing a similar struggle, they ignore any Atmosphere that might impede their attempt, piercing through the miasma of guilt, scorn, or despair.
PUT YOUR BACK INTO IT
Cost: Imbue 1 Legend
Duration: Until the task is complete
Subject: Self
Action: Reflexive
You labor with tenfold endurance, enhancing a Complex action to perform strenuous physical labor or other exercise. Any time you roll a Physical Attribute as part of the action, you may roll two times, keeping the higher result.
SKIN BLUNTS THE SWORD
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self
Clash: Stamina + Legend vs. Might + Legend
Action: Reflexive
Your divine flesh wrecks any weapon that dares to touch you. After a close combat attack against you, mundane weapons automatically break. Bones break and claws shatter; until healed, using them inflicts a +2 Complication that prevents them from inflicting Injury Conditions unless bought off. Magical weapons are similarly damaged until repaired; significant characters can attempt to resist with a Clash of Wills for 1 Tension.
- Guardian Specific: Blade Breaker: When you defend another character with a complicate action, this Boon affects the weapons of anyone you interfere with as if they had attacked you.
TIRELESS EFFORTS
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Range: Short
Action: Simple
You endow a character with divine vitality, allowing them to ignore all Complications from hunger, thirst, or exhaustion. When used on a character who already possesses these immunities, such as from Epic Stamina’s Innate Power, they instead gain +3 Enhancement to any extended action based on long hours, hard labor, or meticulous detail — it’s amazing what you can get done when you replace sleep with an IV of caffeinated ichor.
- Leader Specific: Crunch Time: You may use this Boon to benefit a group under your direct leadership, allowing your subordinates to reduce all Complications from hunger, thirst, or exhaustion by 3.
UNBREAKABLE
Cost: Spend 1 Legend
Duration: Instant
Subject: Self
Action: Reflexive
You are beyond injury. When you are hit and an enemy uses an Inflict Damage Stunt, spend 1 Legend to negate it. This Boon can also be used to defend against being affected by any other Condition based on debilitating injury or physical incapacity, such as a Severed Limb or Broken Spine.
WE CAN DO THIS ALL DAY
Cost: Spend 1 Legend
Duration: Scene
Subject: You, and various others
Action: Stamina
When people look at you, they see more then a person, they see an unstoppable force. With you around, they feel like they can take on the world and will not stop until you do.
For every point of damage you’ve taken during the current scene (including to armor), you can give one temporary Health Box to another person. Each other person can only gain a single health box in this way, and a group of people with a collective Health pool (such as followers) share this benefit collectively.
Epic Strength
A WORLD OF GLASS
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Ordinary
You are capable of tearing down walls, ripping up concrete, or rendering brick structures to powder in moments. Once per scene, you may make a Feat of Scale to enhance any Might-based action without having to pay a point of Legend.
BREAKING BOUNDS
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
You may leap into the sky as a standard action, ending your turn suspended at least three range bands above your starting position. At the start of your next turn, you can plummet down to any point in the scene as part of your movement action, either landing harmlessly or making a diving close combat attack with +3 Enhancement. Outside of combat, you can easily clear multiple stories in a single leap or spend a point of Momentum to vault a skyscraper without harm.
- Warrior Specific: No Need for Wings: If you make an attack against another character while in midair, you may remain suspended there rather than falling back to the ground. On subsequent turns, you may use your move action to “fly” in any direction, so long as you end with another attack.
GIFT OF LIFT
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self or one character
Range: Short
Action: Simple
You can endow a character with tremendous strength, granting them +3 Enhancement on Athletics rolls. When undertaking these feats of strength, they may also ignore any Complications from size or bulk, allowing them to lift objects that might otherwise be damaged by the effort — when they deign to power-squat an entire shack, it stays in one piece regardless of what gravity and engineering might prefer.
- Creator Specific: Crew of One: The target can apply the benefits of this Boon to any action to create or repair heavy objects or structures, allowing them to do the work of several dozen people.
HEAVY LIFTER
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
Add Enhancement 3 on rolls to lift or carry heavy objects. When you attack by throwing an improvised weapon, the range increases by a single band and it gains the Arcing tag. You choose whether it’s Bashing or Lethal.
- Warrior Specific: Ten-Ton Hammer: After lifting a heavy object, you may wield it as a melee weapon with no Complications, gaining the Pushing tag. You choose whether its damage is Bashing or Lethal
HEAVY WEAPON
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self
Action: Simple
You are able to to create a weapon out of something that would not normally be able to be carried. You turn something from the environment into a larger-than-life version of a conventional weapon.
You can, for example, take the turret of a Tank and turn it into a Shoulder-Mounted Cannon, or the pillar of a building and use it as a giant club, or turning a Helicopter Blade into a sword.
Create a weapon using the appropriate tags, however this weapon gains Power Scale when used by you. You treat this item as a weapon for all relevant rules purposes.
PISTONS FOR FISTS
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
Your Close Combat and Athletics attack rolls strike with incredible force. On a hit, you can either send an opponent flying back one range band, or knock him prone. Felled enemies must succeed on a Dexterity + Athletics roll at Difficulty 3 to Rise from Prone even if you are not threatening them. This attack can scatter a group of trivial targets, gaining the Shockwave tag as long as all characters in the targeted range band are trivial.
STRONG OF HEART
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Range: Short
Action: Reflexive
You draw out a character’s inner strength, fortifying their courage and integrity. Attempts to intimidate, frighten, or dissuade them suffer +3 difficulty.
- Leader Specific: Goliath Falls: Once per scene, the target can gain +1 strength Scale on a roll to attack a character whom they have witnessed harass, bully, or injure someone weaker than them or +1 social Scale to attempts to intimidate the bully into fleeing or making amends.
WELCOME TO THE GUN SHOW
Cost: None
Duration: Indefinite
Subject: Yourself/everyone who can see you
Range: Short
Action: Reflexive
Your physical prowess inspires awe. During intrigue play, gain +1 Enhancement on any action where you can show off your strength or physique. For every Tier you are above another character you’re directly affecting with an action, increase the Enhancement by one. For example, a shift attitude action would benefit from additional Enhancement, but shift atmosphere would not. Characters who have a negative attitude toward you are jealous of or intimidated by your body. They suffer +1 Complication to act against you in front of an audience, revealing their insecurities if they don’t buy off the Complication.
Fertility
BIGGER PROBLEMS
Cost: Imbue 1 Legend
Duration: One scene
Subject: One character
Range: Short
Action: Simple
You cause a character to grow rapidly until they qualify for Scale 1 based on size, although their newer, bulkier form comes with a +2 Complication on any quick or precise actions, causing collateral damage or leading to a clumsy result. When used on a character who already qualifies for size-based Scale, they instead expand to the very precipice of the next level of Scale, granting them +2 Enhancement to actions that benefit from their size. In either case, their clothesand other personal effects scale with them, and they gain the benefits of soft armor (if they didn’t already have it).
- Creator Specific: Build It Bigger: You can use this Boon on objects as well as characters. Simple mechanisms grow to accommodate their increased Scale, so a toy car can race like a dragster and a model prop plane can fly, although both still suffer the +2 Complication to maneuverability; unless bought off, they’ll take corners wide enough to flatten anything on the curb or clip downtown buildings mid-flight.
BLESSED HARVEST
Cost: Spend 1 Legend
Duration: Condition
Subject: One character
Range: Close
Action: Simple
You can confer great vitality on another character with the fruits of Fertility. To use this Boon, you must prepare a meal that your target eats, offer them support in a familial role, or share a moment of physical intimacy. This blessing takes the form of a Condition. Once per scene, the target may call upon the blessing to add Enhancement 3 on a roll made with a Force or Resilience Attribute. This Condition resolves once its benefit has been applied a total of (your Legend + 1) times.
A Scion who benefits from this condition may call on it to undertake a Feat of Scale without having to spend a point of Legend. Doing so resolves the condition.
FAVOR OF NATURE
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One piece of land or one family
Range: Close
Action: Simple
Yours is the power to bless or blight, granting or withholding the nature’s favor at your whim. This Boon can be used on a contiguous piece of land that is recognized as a single locale by human reckoning — “the Hampstead Farm” or “this forest” would be valid targets, but “the 312 acres of land around me” would not.
- Blessed land rapidly blooms with plant life, undergoing a rapid surge of growth over a matter of seconds, and eventually an entire growing season’s worth of development over the course of a week. The land remains fertile enough to provide Enhancement 3 on rolls to cultivate or harvest it for (Legend x 10) years after this Boon ends.
- Blighted lands undergo rapid decay. Crops become inedible instantly, and almost all plant life dies out within a week. Structures made from wood or other plant-based materials decay as well, suffering a single level of Health damage each day (or rotting damage sufficient to reduce it to a ruin within two weeks). The blighted land remains infertile for (Legend x 10) years after this Boon ends. Alternatively, you can use this Boon on a family. You must target a single member of the family, and can only affect characters that are their direct ancestors, direct descendants, or are married or otherwise joined to the targeted character. A grandfather, daughter, or husband would all be affected, but a cousin or sister-in-law would not be.
- All members of a blessed family have Enhancement 2 to resist poison or disease. They never suffer from infertility or complications relating to pregnancy. Any children conceived or born during this Boon’s duration are hale and hearty, guaranteed to survive through adolescence unless harmed by unnatural causes. Such children often have a sensitivity or affinity for the supernatural and are likely to grow up to become Prophets or Saints, or even Scions.
- A blighted family suffers from total infertility. They are unable to conceive children, and any ongoing pregnancies end in miscarriage. Weaker members of the family — usually children or the elderly — that are trivial targets will most likely die of natural causes within a day, capable of being prevented only through intensive medical care throughout the duration of this Boon.
- Destroyer Specific: Rot at the Roots: When used to curse a family, all members suffer at least one terrible Injury Condition, not just the young and the elderly. This usually takes the form of sudden illness, inexplicable bleeding, or other mysterious ailments. This additional effect can’t be used on the same family again until all members have either recovered or passed.
GROUNDS FOR DISCUSSION
Cost: Imbue 1 Legend
Duration: One scene
Action: Simple
You spread a spirit of possibility throughout the scene, creating fertile grounds in which new ideas and understandings can flourish. This changes the scene’s Atmosphere so that characters treat all their Attitudes as one step closer to neutral — negative Attitudes rise and positive Attitudes fall by 1 each. At the end of the scene, these Attitudes return to normal, but any shifts made during the encounter are further increased by 1: If you convince Òshun to give humans one last chance before she cuts them off from childbirth again, your arguments reach a little deeper than they might have otherwise.
HAND OF BLIGHT
Cost: Spend 1 Legend
Duration: Condition
Subject: One character or multiple trivial characters
Range: Medium
Action: Simple
Invoking the negative aspects of Fertility, you afflict your target with a curse of uncontrolled growth, causing them to develop spontaneous cancers and malignant growths. They suffer the Blighted Condition, adding +2 Difficulty on all physical actions they attempt. Resolving this Condition requires magical healing or extensive mundane treatment such as a course of chemotherapy. This Boon can be used to target multiple trivial characters within range for free. At your option, trivial targets may die on the spot from agonizingly rapid cancerous growth over the course of the scene.
LEACHING THE FIELDS
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One property or household
Range: Medium
Action: Simple
The blessing you place on a location or character comes at the expense of those around them. Land blessed in such a manner leaches nutrients from surrounding areas. The blessed land is bountiful, producing plentiful, high quality crops and plants. It gains up to +3 Enhancement for rolls related to growing and harvesting. Surrounding areas turn barren, and rolls to cultivate crops on them incur +1 difficulty. Each neighbor so affected grants +1 Enhancement to the blessed land. This Boon extends beyond farming. What suburbanites wouldn’t want a lush, green, and maintenance-free lawn while watching their neighbors’ grass wither and spoil with unsightly brown patches? When used on a household, members gain +1 Enhancement to resisting toxins, Stamina actions, and other health related matters for each neighboring family who receives +1 difficulty to the same events.
SPIRIT PLANT +
Cost: Spend 1 Legend
Duration: Permanent
Subject: One Plant or Field of plants
Action: Simple
You turn a plant or a group of plants from harmless every day vegetation into a powerful psychoactive medicine that can be used in rituals or medicine, or taken recreationally. When eaten, smoked, or tinctured, this plant has one of the following effects. You can choose the effect on a person-by-person basis. If you do not decide, or are unable to decide the effect for whatever reason, it has no effect.
- The imbiber gains the Terrified Condition
- The imbiber gains the Tripping Condition
- The imbiber gains the Ecstatic Condition
- The imbiber gains the Paranoid Condition
No matter which condition is gained, this allows you to create a Bond with this character.
VINO VERITAS
Cost: Imbue 1 Legend
Duration: One scene
Subject: One character
Range: Short
Action: Simple
You surround yourself in a heady aroma of revelry and abundance, an intoxicating presence that inspires honesty (and pratfalls). Characters within medium range (including you) suffer a +2 Complication to all attempts to lie or mislead; unless bought off, charac- ters let slip inconvenient and embarrassing truths in their effort to keep their main lie going. A similar +2 Complication applies to all rolls relying on balance; anyone who fails to buy it off ends up causing a big enough scene to end up as the center of attention.
- Lover Specific: A Small Confession: Successful Read Attitude actions against characters affected by this Boon automatically reveal whether or not they have positive feelings about anyone else present in the scene, and the nature of those feelings.
WINE AND REVELS
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self
Action: Simple
You’re the life of the party, drawing others in and granting them a measure of your divine vitality. You gain +2 Enhancement to entice others to party with you; if they do, they treat celebration as if it was refreshing sleep and never suffer harm or Complications from fatigue or overindulgence. You can withdraw this blessing from someone at any time, potentially leaving them with a catastrophic hangover if they’ve still got stuff in their system.
Once per arc, you can also treat a night of heavy partying and carousing as a special minor sacrifice for regaining Legend (Scion: Hero, p. 189), which doesn’t count toward your usual limit.
- This can also be purchased as an Epic Stamina Boon named “All Night Long.”
Fire
ETERNAL FLAME
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One fire
Range: Medium
Action: Simple
You imbue a fire with a spark of your divine power, making it a part of yourself. The flame expands, spreading out to the size of a large campfire if smaller. It burns indefinitely without needing additional fuel and can’t be extinguished by non-magical means. As a Simple action, you can extend your senses through the fire, letting you see, hear, and smell things as though you were there. Previous uses of this Boon end if you use it to bless a new fire.
FIRE MANIPULATION
Cost: Imbue 1 Legend
Duration: One scene
Subject: Action
Range: Medium
Action: Simple
Fire is wild and untamed, but you’re able to tap into its nature to control the element. You can stop wildfires before they spread or cause a candle to light. You can even summon it to act as a barrier against others for a short period of time. You cannot use it immediately as a weapon against someone, but you can set things ablaze or snuff out fires before they spread. When using Fire Manipulation, you can do one of the following:
• Create a weapon out of flame. It receives the Elemental (Fire) tag and +1 Enhancement when used with a combat skill.
• Create a flame wall that provides heavy cover for your allies.
• Light or stop a fire completely. When lighting a fire, how it spreads is up to Storyguide discretion.
- Warrior Specific: Wreathed in Flame: When you create a flame weapon with this Boon, increase its Enhancement by 1 and apply the Piercing tag. You may also choose to create a suit of fiery armor which has the Hard (3) and Resistant (Fire) tags.
HEAVEN’S FIRE
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
You gain the ability to attack enemies with fire. Each Scion can choose a unique manifestation of Fire for their attack: throwing firebolts, heat ray vision, or triggering spontaneous combustion with an incantation or a finger snap. You can make these attacks as Simple actions for the scene, rolled with Athletics + Dexterity. They have the Aggravated, Ranged, and Pushing tags.
- Primeval Specific: Spreading Fire): You may choose to spread your fiery attack over multiple targets. If you do, you gain +3 Enhancement and then divide the attack’s overall successes against any number of targets within short range of each other.
INTERNAL COMBUSTION
Cost: Imbue 1 Legend
Duration: Scene
Subject: One character
Clash: Cunning + Legend vs. Composure + Legend
Range: Medium
Action: Simple
You can ignite the desires inside others with just a look. Choose a target within eyesight. Inflamed by your will, they gain +2 Enhancement to act on their strongest attitude (positive or negative). A target who wishes to suppress the fire burning inside must overcome +2 difficulty to avoid involuntarily letting the flames come to the surface, metaphorically speaking.
Shepherd — Stoke the Flame: Your relationship with your ward allows you to direct their inner fire. You can choose which of their attitudes this Boon affects. Use of this Boon on your ward is free.
LIVING FLAME
Cost: Imbue 1 Legend
Duration: One scene
Subject: Action
Range: Short
Action: Simple
Special: This Boon is limited to Tier 4+ characters
You can summon a living flame that will do your bidding. This element of fire is terrifying to behold and will consume any kindling — living or not — within its path. It will automatically destroy any mortals within its path. After it has consumed all enemies, the Living Flame dissipates.
- Monster or Primeval Specific: Fuel for the Fire: Once per round, when the Living Flame successfully consumes an enemy, regain 1 Legend.
MUSE OF FIRE
Cost: Imbue 1 Legend
Duration: One scene or Condition
Subject: One character
Range: Short
Action: Simple
You inspire another character with flames of enlightenment and creativity. The next Cunning, Presence, or Intellect roll they make gains Enhancement 3. However, if they don’t find the opportunity to make an applicable roll before the end of the scene, the inner fire overwhelms them, imposing a Condition that raises the difficulty of any Social or Mental actions by 1 unless that character is completely open and honest about everything on their mind. Expressing a deeply personal truth, a potentially provocative opinion, or something similarly inflammatory resolves the Condition.
PYROTECHNICS
Cost: Imbue 1 Legend
Duration: Scene
Subject: Self
Action: Reflexive
You light up your soul, punctuating your words with fireworks and sparklers. You gain a pool of (the higher of 5 or your Legend) shine and can add up to your Tier’s worth of points of shine as an Enhancement to any influence roll meant to overwhelm, impress, or inspire. This can stack with other sources of Enhancement. You also gain access to the following stunt when making an appropriate influence roll:
Big Finale (4s): You set off an egregious display that leaves others speechless. Any attempt to revisit or respond to your topic suffers a level 2 Complication; if not bought off, at least half of the intended audience ignores it, lost in the memory of your performance.
While you have any shine left, you suffer a level 2 Complication on all attempts at stealth. If not bought off, something catches fire nearby.
- This can also be purchased as a Sky Boon named “Electrifying Performance,” producing sparks and lightning instead of fireworks.
RAIN OF FIRE
Cost: Spend 1 Legend
Clash: Occult + Legend vs. Survival + Legend
Duration: One scene
Subject: All characters in Medium Range
Range: Medium
Action: Simple
Your wrath is something that cannot by tempered. You can call down a rain of fire from the heavens themselves upon those that are unworthy. All those in the immediate area around you take 1 Injury and suffer +3 Complication to any action that they choose to take as they try to avoid the flames. If the target fails to buy off the Complication, they take another level of damage.
- Primeval Specific: Pyroclysmic Eruption: Extend the effect of this Boon to the entire Field.
SNUFF IT OUT +
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: All pieces of technology within range.
Range: Short
Action: Simple
You are a master of fire, as well as combustion. Should you so choose, you can prevent any ignition or combustion in your vicinity. Bullets will not fire, and any gas-based Car Engines will not function. Any non-Trivial targets may be able to find a way around this, but face a Major (3-point) complication to operate any affected technology. If this complication is not bought off, then the piece of technology becomes broken.
- Primeval: Primitivist: Your use of this Boon also effects electrical based technology, however it only effects objects within Close Range
Forge
BREACH THE WALL
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One object
Range: Short
Action: Simple
You can instantly spot the vulnerabilities in a structure, granting you +3 Enhancement on attempts to breech or destroy artificial barriers. You may grant this bonus to other characters by pointing out vulnerabilities as a simple action. While acting under the auspices of this Boon, your demolition ignores all Complications from unintended collateral damage — pulling a load-bearing beam might still bring down the roof, but you know how to do it without any risk to yourself or your allies.
- Warrior Specific: Bunker Buster: When damaging an artificial structure or a large object (such as a tank), you can purchase the Critical Stunt an additional time.
CELESTIAL ARTIFICE
Cost: Imbue 2 Legend
Duration: Until project is completed
Subject: Self
Action: Reflexive
You lower the Tier of a crafting project (Scion: Origin, p. 76) by 1. This doesn’t let you undertake projects of a Tier you normally couldn’t accomplish.
DURABLE FINISH
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One object
Range: Short
Action: Simple
You render an object nigh-invincible. It can’t be destroyed by any mundane means, and magical attempts to damage it suffer +2 Difficulty. Even then, enough will always remain so that it can be repaired. Unbreakable objects used as cover provide the bene- fits of soft armor rather than hard.
- Leader or Sage Specific: Lasting Lessons: When you offer inspiration or tuition, it sticks with your audience for life. Characters can perfectly recall every detail of a speech you make (for Leader) or a lesson you provide (for Sage). Characters who choose to accept this truth increase the difficulty of any attempt to change their mind about it by 2; at the end of the story, this drops to 1.
IMBUE LIFE +
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One Statue, Automaton or clump of raw materials
Range: Touch
Action: Simple
You are able to temporarily give life to an otherwise inanimate object. When you cast this, build a Creature or Follower as if it had 3 dots invested. This becomes your temporary companion and will do whatever you say. It will not act autonomously and requires your direction to function.
You can make the subject of this Boon permanent by investing XP into this as a Birthright as normal. At this time, it has gained enough life that it is able to act on it’s own.
You may Spend 1 Legend instead to grant the object Scale in Size, Durability, Power, or Intelligence
INSTANT KINTSUGI
Cost: Spend 1 Legend
Duration: Instant
Subject: One object of any size
Range: medium
Action: Reflexive
When an object around you (of any size from a coffee mug to the Titanic) suffers catastrophic damage of any sort, you can instantly make repairs in a manner so quickly that it prevents complete destruction.
The only sign of the damage that remains is a beautiful web of cracks that spiderweb throughout the object showing where the repairs have been fixed, yet somehow leaving it more beautiful than before.****
METALLURGY
Cost: Spend 1 Legend
Duration: Indefinite
Subject: One item
Range: Close
Action: Simple
With a mere touch you strengthen or weaken a metal item of your choosing. Strengthening metal can have a variety of effects: a lock becomes stronger, raising the difficulty to pick it; blades become sharper and blunt weapons denser, granting an extra weapon tag; metal used in crafting projects become superior, resulting in a finished product one Tier higher than intended. If this would put the item above the character’s Tier, it instead requires one less milestone to complete.
On the flip side, metal you degrade becomes inferior: blades are blunted, losing one weapon tag; jewelry loses its shine, becoming dull and boring; and chains become brittle and breakable. If used on a machine or other complex item, make a Knack Skill roll. Any successes add Complication to the next action to use the item. If not bought off, the item breaks when used. For example, using it on a gun could make the trigger brittle so it breaks when pulled, or warp the chamber, causing the bullet inside to backfire when shot. The Complication applies for a number of uses equal to your Legend/2(rounded up).
NON-FUNGIBLE
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One object
Range: Short
Action: Simple
You render an object nigh-invincible. It can’t be destroyed by any mundane means, and magical attempts to damage it suffer +2 Difficulty. Even then, enough will always remain so that it can be repaired. Unbreakable objects used as cover provide the bene- fits of soft armor rather than hard.
- Leader or Sage Specific: Lasting Lessons: When you offer inspiration or tuition, it sticks with your audience for life. Characters can perfectly recall every detail of a speech you make (for Leader) or a lesson you provide (for Sage). Characters who choose to accept this truth increase the difficulty of any attempt to change their mind about it by 2; at the end of the story, this drops to 1.
RECLAIM FROM RUIN
Cost: Imbue 1 Legend
Duration: Until project is completed
Subject: Self
Action: Reflexive
You can repair an item no matter how badly it is ruined. You can recreate items from their remains alone, up to the level of outright reversing entropy — reconstructing a burnt book from a pile of ashes, repairing a sword melted to slag by a dragon’s fiery breath, or retrieving files from a hard drive that’s been through a nuclear detonation.
- Healer Specific: Swift Recovery: You can make your first crafting roll immediately, regardless of how long it would normally take to begin a repair project.
STORIED OBJECTS
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One object
Range: Short
Action: Simple
You choose an object and get a sense of its history. Ask the Storyguide one of the following questions:
• Who made this, and for what purpose?
• What’s special, useful, or valuable about this?
• How has this object been used, and by whom?
If you follow through on the Storyguide’s answers, you gain either Enhancement 3 on rolls to leverage that information or Enhancement 1 on any roll to use or repair the object.
- Hunter Specific: Free Returns: You can automatically sense the direction and distance of the object’s maker, owner, or user based on the question you asked the Storyguide. You ignore up to 3 points of Complications from tracking them.
WHILE THE IRON IS HOT
Cost: Spend 1 Legend
Duration: Instant
Subject: Self
Action: Reflexive
Where others see a box of scraps, you see potential. Add Enhancement 3 on a roll to jury-rig a craft project. You can roll to rig together contraptions that a mortal would normally be unable to attempt due to feasibility constraints. As long as it is notionally possi- ble that you could complete the project with (Legend) days of ordinary work, you can roll to attempt it.
Fortune
CASTING CALL
Cost: Imbue 1 Legend
Duration: Scene
Subject: One character
Action: Simple
Fortune delivers just the right person to you, temporarily anchoring them to you in whatever role serves your purpose. You can specify up to three general characteristics for the intended character, describing demographics, skills, or mood — things like “old enough to be elected president,” “good with fixing cars,” or “willing to work for cheap.” They’ll arrive on the scene as soon as reasonably possible; in a busy restaurant, they might be sitting at the next table, but in the Mojave Desert, you might need to crest the next dune to spot them in the distance. If their help significantly progresses the story and you choose to take a Fatebinding with them, it begins at +1 Strength
CHARMED LIFE
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
You become a bastion of good luck and automatically get whatever result you want on games of pure chance such as dice, roulette, and slot machines. In contests of skill, this provides +3 Enhancement as the smallest of coincidences arrange themselves in yourfavor. Once per scene, you may reroll an opposed roll other than a Clash of Wills, using the second result even if it ends up worse than the first.
- Guardian Specific: Protective Amulet: You can indefinitely endow your fortune into an object, creating a charm. Whoever holds it gains the benefits of this Boon for as long as your Legend remains imbued.
- Judge or Trickster Specific: Never Prosper: Characters attempting to cheat against you in a game or contest must make a Clash of Wills with Manipulation + Legend against your Cunning + Legend, or else they automatically fail in a way that is either ironic (for Judges) or humiliating (for Tricksters).
DESTINY DECLARED
Cost: Spend 1 Legend
Duration: Condition
Subject: Self
Clash: Intellect + Legend vs. Resolve + Legend
Range: Medium
Action: Simple
You tell a character what destiny has in store for them, revealing an auspicious role that they could embrace which would bring them into harmony with Fate. This is usually an occupation or social role, like “the greatest paramedic” or “the world’s best big sister.” When they undertake an action to fulfill that roll, they may reroll up to five failed dice per scene as Fate tips in their favor. This Condition ends if they willingly shirk their destined role or betray a closely associated value, such as a paramedic neglecting a patient due to a petty grudge.
- Sage Specific: Written On Your Face: When you cast someone in their auspicious role, it becomes automatically obvious to anyone who meets them. This increases the Attitudes of appropriate characters by 1 based on the role — siblings everywhere will feel more comfortable around the world’s best big sister, after all.
DIRE WARNING
Cost: Spend 1 Legend
Duration: Condition
Subject: Self
Clash: Intellect + Legend vs. Resolve + Legend
Range: Medium
Action: Simple
You announce how a course of action will inevitably lead to your target’s downfall. This must be a specific, voluntary action they could avoid — you can warn someone away from visiting the Solstice Club or tell them not to press their luck hunting the yeti. If they ignore your warning, they suffer a Cursed Condition that inflicts a +1 Difficulty on any action that opposes your warning. If they succeed despite the curse — such as by battling their way to the club or successfully bagging a yeti — the Condition metastasizes into a single act of terrible fortune. Fate visits one final calamity on them sometime after their victory, transforming a successful roll into an ironic failure at the Storyguide’s discretion. This Condition can only be resolved if the target truly abandons their course ofaction or willingly seeks and accepts your advice. This Boon is free when used on trivial characters.
- Sage Specific: What I’d Do Is…: In addition to warning someone away from a course of action, you may also provide an alternative strategy; when followed, they ignore any problems from this Boon and instead gain +2 Enhancement to enact your plan.
DIVINATION
Cost: Spend 1 Legend
Duration: Condition
Subject: One character
Range: Medium
Action: Simple
You divine a character’s luck in the near future. Out of character, you decide whether they will enjoy good or suffer bad luck as a Condition. Once per scene, before that character makes a roll, you can declare that their luck intervenes — good luck lowers the target number by 1, while bad luck increases it by 1. You can invoke their luck even if your character is not in the scene.
A character’s good luck runs out once this benefit has been applied a total of your (Legend + 1) times. Bad luck runs out at the end of a scene where a failure on the penalized roll led to significant consequences, or if the victim accepts a botch offered by the Storyguide on any action.
FATEFUL CONNECTION
Cost: Spend 1 Legend
Duration: Instant
Subject: One character Fatebound to you
Range: Infinite
Action: Simple
You invoke the Fatebinding of a character tied to you to cause them to appear in the narrative and provide a benefit based on their Fatebinding role without it counting against the usual once per episode limit. Synchronicity arranges for that character to be near enough to arrive rapidly with a completely plausible explanation — maybe they’re visiting their family, or stalking you, or their plane had to make an emergency landing nearby. If the Storyguide agrees, this can even bring characters into Terra Incognitae and other realms of existence (maybe they tripped through a portal).
NINE LIVES
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
Your luck is strong enough to survive impossible accidents and deadly firefights. You add +1 Defense against attacks and have Enhancement 2 on any roll where you could suffer physical harm as a direct result of failing it.
- Adversary Specific: Best Enemies: At the start of each session, you may decide who your best enemy is; while under the protection of this Boon, your best enemy increases the cost of the Inflict Damage and Critical Stunts against you by 1 each.
OBSCURE FATE +
Cost: Spend 1 Legend
Duration: Instant
Subject: One Future Event
Action: Simple
Your powers over Fate allow you to not only see the future, and manipulate events, but you can also obscure such events from others. By spending a Legend, you can can take one future event, either real or imagined, and make it impossible for others to gleam the outcome by any supernatural means (including your own)
This effects all attempts to gleam the future by characters within your tier or lower. Characters of a higher tier must make a Clash of Wills when attempting to glimpse.
REVERSAL OF FORTUNE
Cost: Imbue 1 Legend
Duration: Instant
Subject: One character
Range: Short
Action: Reflexive
You tip Fate’s scales for or against those around you. When another character achieves at least one success on a dice roll, you can turn any Enhancements they have into Complications or vice versa.
Tyrant — Now Do as I Say: Targets of this Boon look upon you with dread and fear. Spend 1 Momentum to receive a + 2 Enhancement to positively shift attitude (fear makes them obedient) for anyone you’ve created a omplication for because of this Boon. If the difference between your Tiers is two or more increase the Enhancement to +3.
Frost
CHILD OF SNOW +
Cost: Imbue 1 Legend
Duration: One scene
Range: Short
Subject: One character
Action: Simple
You can manipulate snow and ice like it was child’s play. You gain Scale 1 but only when manipulating and moving around snow or ice.
COOLER HEADS
Cost: Imbue 1 Legend
Duration: One scene
Subject: Multiple characters
Clash: Composure + Legend vs. Presence + Legend
Range: Medium
Action: Simple
When tempers flare and action comes before thought, you can cool things down. This Boon can be used against characters engaged in combat, intense argument, reckless decision making, or similar emotionally agitating scenarios. They grow cold-hearted, almost emotionless. Whatever they were doing, they stop, and won’t return to it for the rest of the scene — they’ll walk away from brawls, take a moment to reconsider whether they should be having an emotional argu- ment, take the time to think their plans through more thoroughly, or similar. They can still defend themselves if others try to harm them, but will not initiate any kind of hostilities.
- Judge Specific: Ice Cold Consideration: When characters affected by this Boon next return to the chosen topic, they shift all relevant Attitudes up to two points towards 0.
FLASH FREEZE
Cost: Spend 1 Legend
Duration: Instant
Subject: All enemies in one range band
Range: Medium
Action: Simple
You can drain away the heat of the world, icing over landscapes and freezing enemies from the inside out. Roll this as an attack using (highest Power Attribute) + Occult. It has the Bashing, Piercing, Ranged, and Shockwave tags. All water in the targeted range band is also instantly frozen solid. Ground becomes iceslick difficult terrain, as well as other environmental changes such as bodies of water freezing over or pipes bursting.
FROZEN MOMENTS
Cost: Spend 1 Legend
Duration: One task
Subject: Self
Action: Reflexive
You bring time to a halt for just long enough to undertake a single time-consuming rolled action, such as casing a scene without anyone knowing you were there, changing a flat tire in the middle of a shootout, or breaking the seal on a vault at a leisurely pace. While time is frozen, you can’t directly interact with other characters — you can’t attack someone or extract the gun from their grip, but you could plant phony evidence in their pocket or sneak behind them. After using this Boon, the character gains the Timelagged Condition, which inflicts +1 Difficulty on actions based on speed and reflexes until the end of the scene.
- Sage Specific: Time to Think: When used to perform a Procedural action, you gain +3 Enhancement to the roll.
FROZEN TOOL
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One created item
Range: Close
Action: Simple
You force the cold to form into a simple tool within your hands. Items created in this manner have no moving parts and cannot be larger than you can use with one hand — a handsaw or hammer works, but a chainsaw is out of the question. Your tool provides Enhancement equal to your Legend/2 (rounded up) on crafting actions involving high temperatures and can only be melted by heat higher in Scale than your Tier. If using this tool as a weapon, it has the Elemental tag and inflicts the Frostbite Condition to anyone without the Frost Purview whose skin comes into direct contact with the tool.
GLACIAL PACE
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character or multiple trivial characters
or multiple objects
Range: Medium
Action: Simple
Things slow to a halt as you strip away the speed from the world. If you use this Boon on a character that has Scale with regard to speed, like a cheetah or a Scion using a Feat of Scale, their Scale is reduced by one. Characters without Scale add +2 Difficulty to all rolls based on physical speed. This Boon can be used against all trivial opponents in range for free.
Alternatively, you can slow any number of moving objects of the same general type within this Boon’s range, reducing their Scale with regards to speed by one. For example, you could bring traffic to a grinding halt by slowing all cars in range.
LIVING ICE
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
You can create and animate living beings of ice and snow loyal to your wishes. Create up to a dozen of these snowmen, who serve you as Heavy Followers (Scion: Hero, p. 203) with the Group and Helpful tags, as well as one additional Tag chosen when you gain this Boon. When used in a cold environment (whether it’s the Canadian taiga or the back of a refrigerated semitruck hauling venison), they gain one more Tag of your choice. You may expand this Boon’s repertoire by taking the Creatures or Followers Birthrights; instead of gaining the usual benefits, you design a new ice-being (or beings) that you can summon.
Liminal Specific: Real Life: At the end of a scene where your ice-beings helped you accomplish a significant task, you may grant them both freedom and true life, transforming them into fully independent Storyguide characters. When you next use this Boon, you create entirely new automata.
PARADOXICAL HYPOTHERMIA +
Cost: Imbue 1 Legend or spend 1 Legend
Duration: Condition
Subject: One character (or multiple trivial characters)
Range: Medium
Action: Simple
You inflict someone with severe hypothermia. They are so cold that they simultaneously feel incredibly hot. Hypothermia Condition, adding +2 Difficulty on all physical actions they attempt. This condition is ignored if the target is undressing or they are seeking a cold place to resolve the condition. However, this does not resolve the condition as long as it is imbued. If undressing, they lose any equipment bonus to Armor.
You may spend your imbued Legend to make the Hypothermia permanent, inflicting an Injury Condition. This injury condition may be resolved through magical or mundane treatment
STEED LIKE GLACIER
Cost: Imbue 1 Legend, Spend 1 Legend
Duration: Indefinite
Subject: Self
Range: Close
Action: Reflexive
You summon your powers of ice and frost to create an unstoppable steed. You gain Scale 1 speed as long as you are righting this terrifying mount. You can use this speed to grant you +2 enhancement to Close Combat when charging an enemy.
You can spend your legend to make your mount truly unstoppable. For one single action, your mount gains Unstoppable Scale 2. Allowing it to burst through walls or any other such mortal defenses. After bursting through, you leap off the mount and do battle on foot and the mount disappears.
WHITEOUT
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
You draw winter’s storms around you like a cloak, wrapping your surroundings in cold, wind, and snow. Characters within medium range of you are buffeted by driving, icy gales that inflict a +2 Complication when they move into or within the storm; failure to buy it off knocks them prone. Ranged attacks on characters within the storm from outside it suffer +1 Difficulty. You may forfeit your movement action while the storm is active to direct it with greater precision and fury, allowing your allies to ignore its effects and increasing either the Complication or difficulty by 1, chosen at
the start of your turn.
- Hunter Specific: Snow Cover: You may station the storm at a point of your choice within long range, rather than centering it on yourself. If you do so, you gain +2 Enhancement to attempts to conceal yourself or ambush others from within the storm.
Health
DIVINE INTERVENTION
Cost: Imbue 1 Legend
Duration: One scene
Subject: Any targets in short range
Range: Short
Action: Simple
Wounds, sickness, and old age are all temporary under your hands. For one scene, your eyes shine with a divine light, and you can remove any sickness, disease, or wounds from as many characters as you can touch. You may end any Condition or Complication affecting a target and may heal any lost Health on a Storyguide character. If you instead focus all of your might on only one target, you may remove 1 Divine Wound from that target.
- Healer or Sage Specific: Physician Heal Thyself: You may apply this Boon to yourself as well as others.
FLAWLESS DIAGNOSIS
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
Ask the Storyguide one of the following questions
• What’s wrong with this person, and how could I help them?
• What were this person’s last moments like?
• How can I end this [disease outbreak, mass poisoning, or similar crisis]?
• Who is responsible for this harm?
Following the Storyguide’s answer grants Enhancement 3 on applicable rolls.
- Healer Specific: Comprehensive Exam): You may ask the Storyguide an additional question, so long as it pertains to the same subject.
HEALING HANDS
Cost: Spend 1 Legend
Duration: Instant
Subject: One character
Range: Close
Action: Simple
Touching a character, you heal their wounds. This Boon can be used to instantly resolve any Injury Condition a target suffers from, even Maimed Conditions. You can also use this Boon to resolve Conditions such as Poisoned, Disease, or similar ailments of physical or mental health, even if they are inflicted by magic.
MASTER OF DISEASE
Cost: Spend 1 Legend
Duration: Condition
Subject: One character
Range: Medium
Action: Simple
You can withhold the benefits of Health from your foes, magically inflicting disease upon them. This imposes both a +5 disease Complication and the Divine Plague Condition. Until the Condition is resolved with magical healing, the target cannot buy off the Complication or have it treated mundanely. A mortal target who fails to resolve the Condition within (12 − Legend) months suffers automatic death.
OLD WOUNDS
Cost: Spend 1 Legend
Duration: Indefinite
Subject: One character
Clash: Cunning + Legend vs. Stamina + Legend
Range: Close
Action: Simple
Sometimes you want an opponent to relive an old wound. By touching a target, you cause previously healed wounds to return, inflicting an Injury Condition equal to your Legend/2 (rounded up). When used against characters of equal or greater Tier, this cannot exceed the margin of victory in a Clash of Wills. Spend 1 additional Legend to affect multiple targets. A single target can only gain one Injury Condition.
PEAK OF PERFECTION +
Cost: Imbue 1 Legend
Duration: Instant
Subject: Various Targets
Action: Simple
You are able to bring a being the human body into absolute perfection. Your good sense of the bodies quirks and flaws allows you to bring out the absolute best in human heath.
Roll an Intellect+Athletics Roll. For every success, you may grant one additional person the Peak Physique Condition. This lasts on the target until they resolve the condition.
Peak Physique Condition
Peak Physique Condition
Your body is operating at Peak Efficiency for the human body.
Effect
You gain +1 Enhancement to any task roll using a Physical attribute, and you gain gain one additional Bruised Health Box.
Resolution
If you perform any action that is at all unhealthy, you lose this condition.
Link to original
- Eating Junk Food
- Consuming Alcohol
- Not exercising for 24 hours.
RESURRECTION
Cost: Imbue 1 Legend
Duration: Instant
Subject: 1 character
Range: Short
Action: Simple
Death is not eternal. It is something that can be temporary, as long as your healing touch does not come too late. You may focus on a character other than yourself that has been Taken Out for no longer than one scene in the same area that they died in and may rip them from the Underworld even if their body has been completely destroyed. The character is instantly restored fully back to life with no injuries or Complications. Resurrection can only be done once
per session.
- Liminal or Healer Specific: Beats Back Death: Resurrection now may be done once per scene.
UNHOLY PLAGUE
Cost: Imbue 1 Legend
Duration: 1 Act
Subject: City
Range: Long
Action: Simple
Many don’t consider that the other side of health is pestilence. With your divine wrath, you can send a plague to a city or town. The success of the plague is determined by rolling Medicine + Intellect (Difficulty 3). Tier 1 characters suffer the disease automatically.
Tier 2 characters receive a Complication that they need to overcome or suffer the disease and receive a −1 to their Stamina. Tier 3 characters may overcome the disease by rolling Survival + Stamina (Difficulty 3) or suffer the disease and receive a −1 to their Stamina.
The virulence of the disease may also be increased by any 2 successes above the basic difficulty. You may choose to add any of the following:
- God’s Death (2 successes): Increase the difficulty by 1 for any Tier 3 characters. This may be purchased up to Difficulty 5.
- Fatigue (2 successes): Add an extra Complication to Tier 1, 2, and 3 characters. Unless the Complication is bought off, the character suffers immense fatigue and finds it difficult to perform complex actions.
- Deadly Plague (4 successes): Tier 1 characters succumb to the plague and die unless they make a successful roll of Survival + Stamina (difficulty 3). Tier 2 and Tier 3 characters take 1 damage if they succumb to the disease.0
Journeys
CHARIOT OF THE GODS
Cost: Imbue 1 Legend
Duration: One scene
Subject: One vehicle
Range: Close
Action: Reflexive
You imbue a vehicle with divine power, raising the Scale of all speed-based actions taken with it by 1. Opposing characters that try to steal, damage, or otherwise impede your chosen chariot face a +2 Complication.
EMERGENCY EXIT
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self or one character
Action: Simple
When you activate this Boon, you become anchored to your current location. At any point in the future, you may spend an action to open a door, window, or similar portal and cause it to lead back to the anchored location, allowing people and objects through — although only in one direction. The portal remains active until it’s either closed on one end (such as by shutting an enchanted door), you open a new portal to the anchored location, or you withdraw your imbued Legend.
- Liminal Specific: Behind Other Doors: You can anchor up to your Liminal dots in total locations at once, although each can only have one portal to it open at the same time — if you’ve anchored your Hong Kong loft, a night club nearby, and your secret Senegalese hideout, you can open a portal to each of them, but not two portals to the loft, for example.
GATE AT THE END OF THE YEAR
Cost: Imbue 1 Legend
Duration: One journey
Subject: Self
Action: Simple
You can find your destination effortlessly when taking an unknown path. When traveling an unknown route without the aid of GPS, maps, or other tools you ignore up to 2 Complications or reduce the difficulty by 1 to navigate difficult or dangerous terrain. You can imbue another Legend to guide additional characters and confer the same benefit on them. Anyone you’re not guiding finds the effects of difficult or dangerous terrain doubled if they try to accompany or pursue you.
Outsider — Off the Grid: When you navigate an unknown path you become untraceable, and you immediately notice attempts to find you. Characters of a lower Tier automatically fail any roll to track you down unless you choose to allow them to. Anyone of equal or higher Tier looking to find you through mundane methods suffers an increased difficulty equal to your Outsider dots divided by 2 (rounded up). Using Knacks or Boons to find you requires a Clash of Wills.
HERE THERE BE DRAGONS
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Range: Medium
Action: Simple
You strew obstacles before an enemy’s path. Any time they roll to travel or navigate, the Storyguide inflicts a +3 Complication on the roll — parades in the way of their morning drive, flights delayed by mechanical troubles, and so on. If the character is attempting to move across difficult terrain that already exists, your curse also increases the difficulty of their movement actions by +1.
Room 47 +
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self or one character
Action: Simple
When used in conjunction with the Relic “Room 47 Key” you can imbue legend to use the key to open any door. When the door opens, it opens instead into a hotel room that exists outside of town and space. Resembling a normal 1960’s hotel, there is little of interest. Any changes made to the room are reverted to their normal state after leaving. Any objects brought into the room cease to exist. An people in the room when the Key is removed are ejected through one of it’s entrances. The view out the window shades only reveals a blinding whiteness.
While Legend imbued, the holder of this key can etch a rune represented a stylized ‘47’ upon any door. The holder can then use this boon to exit the motel room into one of these marked doors. The wielder of this key can mark as many doors in this fashion as they have dots in the Liminal Calling.
SAFE TRAVELS
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self or one character
Action: Simple
Your travels are marked by hospitality, and you can always find safety, comfort, and refuge within as little as five minutes of searching — in Buenos Aires, an elderly couple will invite you in from the rain; on the Russian steppes, you’ll stumble upon fuel for a fire and a safe den of rock. Trivial characters can’t find you unless you want them to, and you gain +3 Enhancement to hide from or fight off significant characters while hunkered down. If travelling with a group, this hospitality will extend to other player characters, plus up to your Legend in Storyguide characters.
- Liminal Specific: Pomegranate Forager: While in the Underworld, you and any characters who travel as part of your entourage ignore Complications from the natural hazards of that dead realm — the food is pure, the Styx’s water potable, and the ash-storms as easily wiped away as rain.
UNBARRED PASSAGE
Cost: Imbue 1 Legend
Duration: One scene
Range: Medium
Action: Reflexive
You can negate a single Complication that obstructs your travel. Locked doors open at a touch, traffic parts around your car, and rough patches of turbulence disperse as the plane you’re on flies through them. This benefits not only you, but any other character traveling with you.
WRONG TURNS
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character or location
Clash: Manipulation + Legend vs. Cunning + Legend
Range: Medium
Action: Simple
Things get topsy-turvy as you twist the normal pattern of exit-and-entrance. When used on a location, this Boon turns it into a labyrinth where doors lead to the wrong places, inflicting a +3 Complication to any attempts to navigate the space; if not bought off, characters bumble around for minutes or hours trying to get their bearings first. Trivial characters are utterly lost and can’t escape at all unless led by a Tier 2 or higher character. This curse can be laid on a single building of any size or a discrete area of up to a few city blocks.
Alternatively, you may curse a single character, inflicting the +3 Complication on their attempts to reach a location of your choice. Significant characters can attempt to resist with a Clash of Wills. Against trivial characters, this is free.
- Judge Specific: Come No Further: You may use this Boon’s second effect for free when targeting a single character who has been officially barred from the target location, like a stalker kept away by a restraining order or a malcontent removed from the premises
Magic
Assumption of the Godform
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
Where mere mortals must steal scraps of divine power to channel their magical might, yours flows freely from within you. For the rest of the scene, you gain Enhancement 3 on any Sorcery roll to perform spells that are related to any other Purview you have.
Bend Fate
Cost: Spend 1+ Legend
Duration: Instant
Subject: One ritual, curse or other magical effect
Range: Close
Action: Simple
You wield your mastery of sorcery with subtlety, winding it through the miracles of others. This can be used to target any ongoing ritual, curse or ongoing magical effect whose details you know. You may make a single alteration to the effect, no more than a brief phrase. It cannot alter the fundamental nature of the effect, but can change it within reason. For example, a cursed sword that drives its wielders to jealousy might be altered so that it causes its wielders to become jealous only of kings, or a blessing on a field of crops might be altered so that it not only makes the crops grow wildly but also the vermin that live in the field. This costs 1 Legend per Tier of the effect you are trying to alter.
Thrice-Great
Cost: Imbue 2 Legend
Duration: Until ritual is completed
Subject: Self
Action: Reflexive
Your mystical knowledge is infinite, and the ichor flowing through your veins sings out to channel the forces of power. For each Milestone you complete, you may make a Feat of Scale without spending Legend on any roll to share mystical knowledge or perform a spell. Any unused Feats of Scale are lost when the ritual is finally completed.
Moon
ENCHANTING EVENING
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Clash: Manipulation + Legend vs. Resolve + Legend.
Range: Medium
Action: Simple
Cast in the light of the moon, things that once seemed familiar take on new meanings and reveal hidden beauty. The target of this Boon reconsiders their feelings for someone or something they see, gaining Attitude 2 towards the designated person or thing, or changing the rating of an existing Attitude by +2 or −2. The target’s player chooses the exact nature of their change of heart — this Boon simply forces them to make a change. This doesn’t stack with other magi- cal Attitude modifiers, but can cancel out an opposing bonus or penalty.
LUNAR PALACE
Cost: Imbue 1 Legend
Duration: Indefinite
Range: Short
Action: Simple
There are times when you need a place to wait out and hide. The Lunar Palace is perfect for just that. You have a house, estate, or palace that remains hidden from both mortal and immortal sight for the daylit hours and most of the moonlit hours. This acts as a safe house where you can invite others for respite. When choosing Lunar Palace, you must pick a phase f the moon when your Lunar Palace is visible (such as Gibbous, New Moon, or Full Moon). During that time, both mortal and immortals can see the Lunar Palace.
Guardian Specific: Eternal Shelter: When you use this Boon you may instead make the Lunar Palace visible at all times, but only able to be accessed by characters whom you grant permission. Enemies cannot invade or infiltrate your palace without your express permission. Attempts to do so using flawless effects provoke a Clash of Wills. On this roll, gain your Guardian dots in Enhancement.
MOON’S SHADOW
Cost: Variable
Duration: One scene
Subject: 5 characters
Range: Short
Action: Simple
The shadows of night and the light of the moon can transform what you see, making you believe something other than reality. With Moon’s Shadow, you can change up to 5 characters to appear as something other than they are. They still have to have the same general size and shape, but within those borders you can change how they look to others. In order to see through this disguise, a character must make an Intellect + Empathy roll (Difficulty 5). You may raise the number of targets number up to 10 by spending extra Legend points, one for one.
Trickster Specific: Now You See Me: Reduce the cost of concealing additional characters to 1 Legend per 2 additional characters and extend the total number of other characters that can be concealed to 11.
MOONLIGHT CONNECTION
Cost: Imbue 1 Legend
Duration: One Scene
Subject: One Field
Range: Special
Action: Complex
While looking at the moon, you can view an area within the World the moonlight touches. You must specify the location, such as a specific intersection, monument, or place of interest where the moon has risen. You view the scene from an overhead angle at long range — as the moon’s view of the location would be. By imbuing additional Legend your view zooms in by one range band or follows a target moving through the Field. While using this Boon ou cannot take any other actions, and anyone attempting to break your concentration invokes a Clash of Wills. Unless you choose to end it early, this Boon lasts until the end of the scene. You are only able to see parts of the Field touched by moonlight; thick forest canopies, heavy clouds, or densely packed buildings obstruct your view, and you can’t see anything happening indoors (unless moonlight seeps in through a window or skylight).
MOONLIT ROOM +
Cost: Spend 1 Legend
Duration: One Scene
Subject: 1 character (either willing, or unconscious)
Range: Short
Action: Simple
You are able to see something no one else is able to see: A knob in the back of everyone’s head. When you turn this knob, you can open the back of their head and enter their mind as a physical space. The room you enter is a metaphorical stand in for their state of mind in the current scene. Physical objects in the room are metaphorically linked to their thoughts, feelings, and memories.
Changes can be made to this psyche by manipulating objects in this room. Once inside, you can perform one of the following actions, however you are not able to directly force any actions.
- Read a book/video or other media containing their memories, allowing you to ask one question. The answer is limited and biased by their experience and bias. One memory can be removed, but cannot be changed.
- You can add or remove objects from the room, and there for the psyche, removing or imposing one Mental condition up to +3.
- You can do damage to the room, inflicting the Aggravated Wound Condition.
At the Storyteller’s discretion, you may encounter dangers and threats lurking within the mind of the person. You count as a possessing spirit for the purposes of other abilities.
PHASE CLOAK
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
You vanish into ephemeral darkness, becoming completely invisible. You have Enhancement 3 to avoid being seen. This applies against electronic surveillance and even magical scrying based on sight.
- Monster or Hunter Specific: Ghost Stalker: When using this Boon, you choose an additional sense that it conceals you from, rendering you either inaudible, completely scent-free, or undetectable through
PURIFICATION
Cost: Imbue 1 Legend
Duration: One scene
Subject: 1 character
Range: Short
Action: Simple
Within the World, there are supernatural forces at work. They can affect how someone acts or feels or can even turn someone’s motives into their own. You can remove the mental influence of supernatural forces simply by touch. When using Purification on a single target, you can sever any magically-created attitudes and social bonds, as well as any Complications or Conditions based on social interactions or emotions.
THREE-FACED MOON
Cost: Free or Imbue 1 Legend
Duration: Indefinite
Subject: Self or one character
Range: Short
Action: Simple
Drawing on symbolic ties between the waxing and waning of the moon and the cycle of human age, you transform your appearance or someone else’s. You may change their apparent age, making them seem younger or older as you choose. This does not physically age the target’s body, although they may face age-based Complications on Social actions.
If you use this Boon on yourself, you gain a bonus on rolls with a specific Skill depending on your apparent age.
• Youth: As a young child, you seem full of innocence, adding Enhancement 2 on Empathy rolls.
• Adult: As a mother or father, you provide comfort, adding Enhancement 2 on Medicine rolls.
• Elder: You know the secrets of your people, adding Enhancement 2 on Occult rolls.
Order
CODE OF HEAVEN
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
When you explain laws to people, as long as you’re truthful and accurate, they know that you are correct. If, as part of your explanation, you declare a person or group to be innocent, then the protection of this Purview’s innate power extends to them for this Boon’s duration. On the other hand, if you condemn someone as guilty, you and those who hear you have Enhancement 2 on any actions taken to bring them to justice.
DIVINE RIGHT
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self or one character
Range: Close
Action: Simple
You anoint yourself or another character as divinely proclaimed sovereign, making all who look upon them see proof of their immanent authority. All characters treat their Attitude towards the sovereign as 1 point higher. This doesn’t stack with other magical Attitude bonuses. In addition, for the purpose of Order Boons and marvels that care, such as CODE OF HEAVEN (p. 256), it is unlawful to harm or betray the sovereign
- Leader or Tyrant Specific: Undeniable Claim: When you use this Boon to declare yourself sovereign, characters who wish to foment rebellion against you must succeed at a Clash of Wills, with their Resolve + Legend against your Presence + Legend, or be rendered unable to speak out. Tyrants may choose to use their Manipulation instead.
MADE TO BE BROKEN
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: All characters within range
Range: Medium
Action: Simple/Complex
What’s legal isn’t always what’s right. Once per session you declare a mortal law immoral and unenforceable, and any character of a lower Tier who hears the declaration does not act against law breakers. The law in question must repress society such as restrictions on bodily autonomy, discriminatory laws, etc., resulting in the suspension of the law granting personal freedom. This Boon cannot be used to remove a law causing harm to others. You can’t remove laws preventing violence, corporate malfeasance, or crimes against the environment, but pretty much any Homeowners Association bylaw is fair game. Punching Nazis is okay — their ideological intolerance is inherently violent, and putting your fist into their face counts as self-defense.
MY WILL IS LAW
Cost: Variable
Duration: One scene
Subject: Other characters
Range: Medium
Action: Simple
Your will dictates what is and is not law. Any Tier 1 characters who are part of order, including judges, police forces, military, etc., will listen to whatever short command you give and treat it as law as long as they are within hearing range. While following your will, they receive a +1 Enhancement to any actions they take that falls in line with carrying out your orders. Any Tier 3 characters may try to convince the Tier 1 characters to not follow your will by a Clash of Wills.
- Judge Specific: Judgement Day: Gods with the Judge Calling may affect Tier 2 characters with My Will is Law.
NOTHING BUT THE TRUTH
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Clash: Presence + Legend vs. Manipulation + Legend
Range: Short
Action: Simple
Your imposing presence strikes divine terror into the hearts of liars. An affected character can’t lie, omit the truth, or make any misrepresentation of a material fact, and consequently never imposes a misleading Complication on any information they give.
OBJECTION!
Cost: Cost 1 Legend
Duration: Scene
Subject: 1 Person
Range: Medium
Action: Simple
You place the condition “On Thin Ice.” upon one person that lasts the rest of the scene. After their chosen action (but before their roll) you may verbally ‘Object” to their action as a violation of civil procedure. The difficulty of their action then increases by 1 if they choose to proceed as intended. The rules of proceedure are decided by the laws in the place you are, however compliance is interpreted by your own discretion. If you are in a place with no laws whatsoever, this condition has no effect. This condition lasts until the end of the scene. The target must be able to hear your objection even if they do not understand your words.
ORDER FROM DISORDER
Cost: Variable
Duration: Indefinite
Range: Short
Action: Simple
You see chaos and see how to make it structured once more. You can take something seemingly disordered, such as a pile of bricks or twisted metal, and create something orderly, such as a bridge or a fence, in mere minutes. You are limited by the materials you have in terms of what you create. However, your creation is something that will endure as any structure of its type would under normal circumstances. Keep in mind that using Order from Disorder does not apply to things like chemical, fission, or fusion reactions (nuclear bombs, chemical bombs, etc.). For each Legend you spend, the object becomes larger, up to a maximum of 4. 1 Legend results in a bus-sized object; 2 Legend results in an object the size of a house; 3 Legend results in a skyscraper-sized object; 4 Legend results in an object the size of a city block. The effect the object has depends on what it is. A wall may provide some cover, whereas a building may provide complete cover. Similarly, creating something like a sniper’s nest may give an Enhancement to anyone firing from it. The ultimate effect is per Storyguide discretion.
PATTERN RECOGNITION
Cost: Imbue 1 Legend
Clash: Empathy + Legend vs. Subterfuge + Legend
Duration: One scene
Range: Short
Action: Simple
You are able to see the patterns that others would not, creating order from seemingly random actions. Whenever you are presented with a crime scene or other evidence, you are able to extrapolate what exactly happened and why it may have happened. While this may make you the perfect detective, there are times when you may be trying to parse apart the actions of a more chaotic supernatural being. When that happens, you receive 1 free clue about what their goals are. In order to learn more to try and catch up to the individual, you may roll Empathy + Legend against the opponent’s Subterfuge + Legend to see if you can make sense of their seemingly chaotic actions.
SPEAK TO THE MANAGER +
Cost: Spend 1 Legend
Duration: Instant
Subject: One Character
Action: Reaction
Upon failing a roll against a Social or bureaucratic obstacle. When facing an obstacle of a bureaucratic or social obstacle, you are able to demand to speak with their superior. This may be a formal superior, like a manger, or it may be a more informal one such as queen bee of a popular clique. Fate conspires to bring them into the scene, even if such a thing would not normally have been possible. This allows the roll to be re-attempted your roll, with an Enhancement of +2.
VENUE POLICY
Cost: Imbue 1 Legend
Duration: Scene
Subject: Location
Clash: Presence + Legend vs Composure + Legend
Range: Medium
Action: Simple
You claim temporary mythical authority over a single venue or defined outdoor area, creating some basic rules of decorum like “no photography, please,” “don’t talk during the performance,” or “no heckling unless your jokes are actually funny.” Characters who violate these rules suffer a level 2 Complication on their rolls. If not bought off, the venue forcibly ejects them by two range bands each round, knocks them prone, breaks offending gear, or otherwise tries to minimize their disruptions. If the venue’s owner is your Tier or higher, they can contest this Boon with a Clash of Wills.
- You can also purchase this as Wild Boon named “Park Policy.”
Passion
BLEED
Cost: Imbue 1 Legend
Duration: One Scene
Subject: All characters within the Field
Clash: Charisma + Legend vs. Composure + Legend
Range: Field
Action: Simple
Emotions run deep, and with your help they spread to everyone in the area. The strongest emotion — positive or negative —any character in the Field feels leaks out and spreads to others. Affected characters gain the emotion at 1 less intensity than the original target. Characters of an equal or higher Tier to you are unaffected if they win a Clash of Wills. If two or more characters tie for the strongest emotion, you choose which bleeds through.
BLURT IT OUT
Cost: Imbue 1 Legend
Duration: One scene
Subject: One character
Clash: Presence + Legend vs. Composure + Legend
Range: Short
Action: Simple
You overwhelm a character with a sudden burst of emotion. They exclaim without realizing it, unwittingly vocalizing whatever they are thinking. Everyone who hears it gains Enhancement 3 on Assess Attitude actions or other Social rolls to understand the utterance’s context for the duration of the Boon.
Effect
IMPOTENCE
Cost: Spend 1 Legend
Duration: Condition
Subject: One character
Range: Short
Action: Simple
You curse your target with impotence regarding the object of their desire. They gain the Impotence Condition, which inflicts +2 Complication to act on their desire for a particular person, whether it’s confessing their passion, taking action to fulfill it, or doing something on their behalf. Failure to buy off the Complication results in awkwardness and one of the following results: the object of the target’s desire suffers −1 Attitude towards the target; the Atmosphere of the Field becomes one step worse; the target suffers +2 Difficulty to a future roll involving this person.
This Condition ends if the target risks serious personal consequences on behalf of the object of their desire, or if you release them from its effects.
Destroyer Specific: The Universe Doubts You: The target cannot act on their passion at all, as self-doubt becomes a lodestone and Fate itself seems to conspire against their success. The target suffers +5 Difficulty to any rolls that the Complication would apply to for the duration of the Condition in place of the Complication. This cannot raise the final Difficulty higher than 5.
IRRESISTIBLE IMPULSE
Cost: Imbue 1 Legend
Duration: Condition
Subject: One character
Range: Medium
Action: Simple
You fill a character’s heart with an emotion of your choice. They gain a Condition based on that emotion — Mad as Hell, Lovestruck, Too Sad to Function, or something similar. The exact effect of the Condition may vary based on the chosen emotion, but as a generic effect, the target takes +3 Difficulty when they take an action that the Storyguide deems is directly contrary to the emotion — it’s hard to treat someone politely while Mad as Hell, or to commit to a fist fight while Lovestruck. Other characters gain Enhancement 3 on rolls to detect the inflamed emotion. This Condition can be resolved by taking a significant action with the potential for consequences that is motivated by the emotion — starting a bar fight, asking someone out, or skipping work would count. It also ends if you reclaim the Legend imbued in this Boon.
KISS FOR LUCK +
Cost: Spend 1 Legend
Duration: Condition
Subject: One character
Range: Close
Action: Simple
You can confer a blessing health and vitality to someone through some sort of physical act of affection. This blessing takes the form of the Uplifted Condition Rather then the normal listed resolution, it lasts a number of rounds equal to your Legend + 1.
Uplifted Condition
Uplifted Condition
You have had your spirits lifted by something extraordinary.
Effect
You can draw upon this condition to give yourself a +2 Enhancement to a action using a ‘Power’ Attribute.
Momentum
If you bite off more then you can chew trying to impress someone, or drunk on confidence, you gain a momentum.
Resolution
Resolves at the end of the scene, or when your ego is deflated by someone you care about.
Link to original
MELLOW VIBES
Cost: Imbue 1 Legend
Duration: Scene
Subject: One character
Clash: Manipulation + Legend vs Composure + Legend
Range: Medium
Action: Simple
You mellow out someone’s hot temper and put their priorities on the backburner. As long as you and your Band don’t pose them immediate danger, they’re unwilling to interfere in your business. They might not automatically let you rummage through their personal files, but they set their Attitude toward you and your Band to 0, making them open to deals. Against trivial targets, this Boon can affect a handful of characters, such as “those groupies outside the van” or “the four guards at the back of the club.” This can also be purchased as a Frost Boon named “Chill Out.”
SELF-DESTRUCTIVE FERVOR
Cost: Spend 1 Legend
Duration: One scene
Subject: One character
Range: Short
Action: Simple
You inflict your target with a frenzied passion for violence that puts them in harm’s way. For the scene, the target suffers a +2 Complication on all action-adventure rolls. Failure to buy off the Complication leads to one of the following: The target suffers an Injury Condition resulting from an eager mistake; falls into a vulnerable position, granting +1 Enhancement to any enemies attempting to strike him until his next turn; or is drawn into a trap, such as dangerous or difficult terrain.
Trickster Specific: A Warrior’s Reward: You may curse a target with this Boon, changing its Duration to Condition. This Condition persists indefinitely unless resolved by death, suffering a near-death experience, or if you release it reflexively, typically after the target has groveled or apologized for a perceived slight.
SUPREME DETERMINATION
Cost: Spend 1 Legend
Duration: One scene
Subject: One character
Range: Long
Action: Simple
You bless your target’s passion to fortify them against any obstacle. They gain one of the following benefits as long as they are acting in pursuit of the blessed passion: an additional Bruised Condition, a +3 Enhancement to endure hardship, or an extra interval on a relevant complex action. While the target can be Taken Out during the scene, they cannot be killed, as their passion ensures they’ll survive until at least the next scene.
Warrior or Guardian Specific: Exalted Champion: You may Imbue 2 Legend to change the Duration of this Boon to Indefinite. Your target becomes immortal, able to be Taken Out, but always recovering at the start of the next scene, no matter how grievous their injuries appear to be. Unfortunately, they gain the Vulnerability Antagonist Quality, suffering a cursed weakness of the Storyguide’s design.
There Will be No Divorce
Cost: Spend 1 Legend
Duration: Indefinite
Subject: One Marriage
Action: Simple
Your power over marriage allows you to ensure a couple may never divorce no matter how acrimonious their marriage becomes. Fate will always intervene to ensure that one party or another conspires to prevent the dissolution of the marriage.
TUGGING AT HEARTSTRINGS
Cost: Imbue 1 Legend
Duration: One scene
Subject: One character
Range: Long
Action: Reflexive
Once you have identified a character’s Attitude towards you or someone else, you can either intensify or stifle the emotions from which it is derived, raising or lowering its value by 1 point. This doesn’t stack with other magical Attitude modifiers, but can cancel out an opposing bonus or penalty.
- Lover Specific: Love Blazes Bright: When used to strengthen positive feelings, this Boon increases the relevant Attitude by +2 instead
Prosperity
ALL THAT GLITTERS
Cost: Imbue 1 Legend
Duration: One session
Subject: One object or location
Range: Close
Action: Simple
You never have to worry about your wealth or gifts going unnoticed. You can use this Boon on either a luxury good that you’ve bought this session, like an elegant necklace or brand-new SUV, or an object or locale that you have either concretely or symbolically dedicated to a group of people, like a shrine built for your cult or a shopping mall you’ve cut the ribbon to. The blessed object or location catches the attention of anyone who sees it, and provides Enhancement 2 to influence that plays off a character’s feelings towards it. You could use your shiny new jewelry to seduce a handsome-but-penniless bachelor, or give it away to an enemy, and then convince a crew of notorious thieves to rob their house once they’ve seen the goods.
BLESSED WEALTH
Cost: Spend 1 Legend
Duration: Instant
Action: Simple
You call forth wealth, conjuring up roughly 100 bills in your wallet, coins of precious metal minted with your divine parent’s visage, a discreet deposit into your online bank account, or similar. Regardless of the form it takes, money conjured with this Boon wants to be spent — any that remains in your possession once the
session ends vanishes.
The money retains your blessing once it has been given away, giving a mortal Enhancement 3 on a single roll to run a business successfully or maintain a comfortable home and lifestyle (above and beyond the usual benefits of having money to spend). If it becomes divided among multiple characters, only the first one to roll gets the Enhancement.
- Creator Specific: Making Money: Once per session, you produce 10,000 when using this Boon. If you choose to manifest it as a single objet d’art, such as a diamond- encrusted gaming laptop or a solid platinum statue, you gain +2 Enhancement to bargain with it, provoking fits of deep avarice in all who behold it.
DIE POOR +
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Range: Medium
Action: Simple
You sabotage a character’s every attempt to succeed financially. You inflict the Impoverished Condition upon them. They are not able to resolve this condition until you cease imbuing your Legend
DIRTY MONEY
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Clash: Intellect + Legend vs. Resolve + Legend
Range: Medium
Action: Simple
You curse a character’s fortunes with notoriety and suspicion, marking them as a cheat or crook. They suffer a +3 Complication on any rolls based on their finances, whether brokering deals, managing business operations, or blending in with the social mores of the 1%. Unless bought off, these actions become hopelessly bogged down by legal complications or scandal, making every transaction a subject of public inquiry and social media discourse. The same Complication applies to anyone acting on their behalf in financial matters, making the target an albatross to their company and clique. This Boon is free when used on trivial characters.
Destroyer Specific: Market Crash: In addition to attracting unwanted attention, Complications from this Boon also dramatically increase the cost of doing business, inflicting unexpected expenses that ensure the target hemorrhages money with every transaction.
DIVINE PROVIDENCE
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One group or city
Range: Long
Action: Simple
You give your blessing to a specific group of mortals that belong to an organization or live in the same place, such as the employees of a business, the members of your cult, or the populace of a city. Your benevolence wards away economic misfortune, negating any mundane Conditions that arise from poverty or stabilizing larger-scale economies. A blessing on a city’s homeless population ensures they will fortuitously find enough resources to maintain their basic needs of sustenance and accommodation, while your favored city will weather recessions or other misfortune slightly better than others in the region. If you have a relationship to the group or city that benefits from this that is represented by a Path, you can evoke that Path an additional time each session.
KNOWING THE PRICE
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self
Action: Reflexive
You automatically know when anyone in a scene pays off someone else, whether it’s in cash, goods, or favors. Once per scene, ask the Storyguide one of these questions about a present character:
- What kind of debts does this character owe, and to whom?
- What would it cost for this character to do what I’d like?
- What does this character want from me?
If you act on the Storyguide’s answers, you gain +3 Enhancement.
Judge Specific: Terms and Conditions: If you reach an agreement with the character based on the Storyguide’s answers, the deal is bound by Fate. You know immediately if the other party acts in bad faith. If they violate the agreement outright, they suffer a single 5-point Complication at the worst possible moment at the Storyguide’s discretion, inflicting social disgrace, bodily harm, or financial ruin. While you can violate the agreement without undergoing a similar calamity, it frees them from their obligations.
MIDAS TOUCH
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Range: Short
Action: Simple
You curse a character so that a touch of their hands transforms objects into a precious material of your choice. Gold’s the standard, but you could go with silver, electrum, diamond — whatever, as long as it’s pretty, desirable, and not super useful on its own. This is a Condition that presents logistical challenges to any action with their hands: Steering wheels lock into place, phones become useless bricks, and food turns to treasure with precious little nutritional value. This transformation fades at the end of the scene, leaving the object mostly unharmed. It’s a small relief that the
Condition provides one Momentum when it significantly inconveniences or endangers the cursed character or someone they care about. You may choose a general condition that will resolve the Condition, such as when the target makes amends for a crime; otherwise, it lasts for as long as the Legend is imbued. This Boon is free when used against trivial targets.
Adversary Specific: Hands Off: When you lay this curse, you may name a character the target loves, forbidding them from touching. If they do, the character suffers a level of damage as their flesh is partially transmuted into precious material. Unlike for objects, this transformation doesn’t reverse until the curse is lifted; if the character dies, they are transformed forevermore.
RAZZLE DAZZLE
Cost: Imbue 1 Legend
Duration: One day
Subject: One character
Range: Long
Action: Simple
You put some shine on a character or band (as in, literal musical group), giving them serious rock star allure. They gain +3 Enhancement to all rolls to impress others, make a scene, or cause a fuss. At your discretion, this blessing can also physically transform their immediate possessions, turning discount denim into bespoke, rhinestone-studded leather or changing a beat-up guitar into a pristine rock machine. This blessing lasts for a day, but you can specify a condition they must avoid or risk losing it — never sell out, don’t bad mouth the road crew, stay out of Philly, etc. When used on characters of a lower Tier, you can spend Legend instead to make the Boon last an entire year. This can also be purchased as a Beauty Boon named “Glow Up.”
YOUR PAIN, MY GAIN
Cost: Imbue 1 Legend
Duration: Scene
Subject: All characters
Range: Medium
Action: Reflexive
You truly shine when your detractors are there to see your successes. You gain +1 Enhancement for each character present who has a negative attitude toward you, for the duration of the scene. Each hater gains a Complication equal to their attitude on any actions to oppose you. Failure to buy off the Complication gives youan added Enhancement on your next action.
Adversary — Hi Haters: Your haters can’t help themselves from seeing you shine. Characters with a negative attitude toward you gain a +2 Complication to any action not directly involving you, and are distracted by your brilliance if not bought off.
Sky
BOLT FROM THE BLUE
Cost: Spend 1 Legend
Duration: Instant
Subject: All enemies in one range band
Range: Medium
Action: Simple
You call down a bolt of lightning, rolling an attack with (highest Power Attribute) + Occult. It has the Aggravated, Ranged, and Shockwave tags. You can use this Boon to attack enemies inside a building, but it provides a Defense bonus: from +1 for a one-story building with a light wooden roof to +5 for a skyscraper with a lightning rod affixed to it.
CATACLYSMIC HURRICANE
Cost: Spend 1 Legend
Duration: One scene
Subject: One Field
Range: Short
Action: Simple
You call forth a sudden and terrible hurricane to wreak havoc against the world around you. Gale force winds, sheets of rain, and sudden flooding or choppy waters affect the region around you (typically a large town or a small city), but wherever you stand becomes the eye of the storm, leaving that Field unaffected. Those in adjacent Fields are less fortunate. All other Fields in the region become difficult and dangerous terrain, inflicting a +3 Complication to all physical actions or attempts to traverse the environment while inside them. Failure to buy off this Complication inflicts Injury Conditions, as characters are injured by the raging weather, debris from the destruction, or straining themselves to avoid it.
This causes massive damage in even a short scene,flattening weaker structures, causing flooding, and resulting in a significant death toll in regions poorly prepared for hurricane events. Using this Boon adds three dice to the Collateral pool.
Primeval or Leader Specific: World-Ending Storm: You may imbue an additional Legend to extend the effects of this Boon to one day. This causes massive destruction on an even greater scale.
CONCEALING CLOUDS
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One Field
Range: Medium
Action: Simple
You may bless a target location with Concealing Clouds that keep it out of sight and out of mind. The clouds appear as a dense fog that hides the location from sight, inflicting +2 Difficulty on attempts to perceive anything contained within the clouds. This can be used to conceal a structure in fog, to fill the interior of a cavern with obscuring mist, or to make a lake’s surface impenetrable to the eye.
If created in the sky, the Concealing Clouds act much like natural clouds, with one key difference: Those who enter the Concealing Cloud find its interior to be tangible. As a floating structure of solid cloud-stuff, the Concealing Cloud is the size of a small home and can serve as a safehouse in the sky, provided you don’t mind furnishing it.
Monster or Sage Specific: Flying Cloud Palace (or Lair): Your concealing cloud is a larger palace or lair, decorated in fineries made of cloud-stuff. You may move it slowly through the air without following natural wind currents to arrive at whatever destination you please.
EYE OF THE STORM +
Cost: Spend 1 Legend
Duration: One scene
Range: Long
Action: Simple
You make yourself into the eye of a ferocious storm. Winds whisp around you carrying any loose objects around. The area outside of your Eye becomes difficult to navigate (increasing it’s difficulty to pass through by +1). Additionally, anyone caught in your Area, or any other area out to Long Range, suffer from High Winds (Moderate) complication.
High Winds (Moderate)
High Winds (Moderate)
Separate from Extreme Weather, high winds make it difficult to stand or move within a Field.
Link to original
Complication
If the characters are in flight in this Field, increase the Complication to 3. Characters suffer the Complication when making a move action.
Consequences:
Failure to buy off the Complication results in the character falling prone, or if the character is in flight being knocked wildly off course.
FLIGHT
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
You can fly, using movement actions to ascend upwards into the air or horizontally through it. You cannot rush or disengage (Scion: Origin, p. 72) while flying. When this Boon ends, you descend gracefully to the ground, taking no falling damage.
- Guardian Specific: Rise Up, Together): The benefits of this Boon extend to other friendly characters within short range. They must end their turns within short range of you or begin to fall as normal.
HABOOB
Cost: Imbue 1 Legend
Duration: One Scene
Subject: One Field
Range: Medium
Action: Simple
A massive dust storm engulfs even the highest buildings in the area. A wall of thick dust throughout the Field increases the difficulty of any actions involving sight beyond short range by +1. Unless properly filtered — or if the character doesn’t need to breathe — heavy dirt, dust, and sand particles in the air make it hard to breathe, imposing a +1 difficulty to actions requiring movement. You may imbue one Legend to invoke a Feat of Scale to increase the storm’s range. For every range band covered by the dust storm add 1 to the Collateral pool. If the Collateral pool is not in play add 1 Tension.
LIFE-GIVING RAINS
Cost: Spend 1 Legend
Duration: One scene
Subject: One region
Range: Medium
Action: Simple
You order the heavens to release their bounty, causing a life-giving rainfall to fill the region. These rains inspire tranquility and healing in the region, improving Atmosphere by 1 for all people caught in the rain. Anyone caught in the rain gains +2 Enhancement to influence rolls to encourage others to set aside their tasks and enjoy the feeling of the rain on their skin.
The rainwater resulting from this downpour is always potable and refreshing to drink. A single use of this Boon provides enough water to bring temporary relief to a drought-plagued town. It also stimulates the growth of plant life in the region; farmers will see a larger yield from fields watered in the sacred rain.
Healer or Creator Specific: Healing Waters: The sacred rains heal the injuries of anyone bathed in them. Bathing an injured patient in the waters provides +2 Enhancement to treat their injuries. Others suffering persistent medical conditions such as cancer or other diseases may have a miraculous recovery after bathing in the waters at Storyguide’s discretion.
VOICE OF SEVEN THUNDERS
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self
Action: Reflexive
Your voice booms like a crashing storm. You can be clearly heard by anyone out to far range, and do not need to spend threshold successes or Legend to use the Esoterica marvel when using your voice. If you are threatened, the Enhancement you receive is increased by one, maximum 3.
Stars
AS YOU WISH
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One target
Action: Simple
While under the auspices of this Boon, you can listen to the wishes of anyone around you, intuiting their innermost desires. Whenever you take a Read Attitude action (Scion: Origin, p. 79), you intuit one of thecharacter’s fondest wishes — at least, one that you can reasonably do something about, given your time and resources. You gain +2 Enhancement to attempts to grant that wish, and the character’s Attitude towards you improves by 1 for as long as you worktowards it in good faith.
- Lover Specific: For You, I Move the Stars: You gain the +2 Enhancement bonus to fulfill the wishes of characters you love, even while this Boon is inactive.
COSMIC PERSPECTIVE
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
To look up at the stars is to peer into the past, witnessing light that was shed countless eons ago. You can observe the past, specifying either a point in time or an event that occurred as far back as 1,000 years, but no more recently than the last dawn. If you use this Boon to make an interval roll for an investigation or a similar action, you can ignore up five points of Complication resulting from the passage of time since the event you view occurred.
CROSSED STARS
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Clash: Cunning + Legend vs. Resolve + Legend
Range: Medium
Action: Simple
You choose a character within medium range and curse one of their relationships, dooming it to mishap and peril. Any action taken to support, bolster, or draw upon that relationship suffers a +3 Complication, as Fate conspires to separate family, lovers, and business partners alike, calling them off to unexpected emergencies or twisting their words to create a seed of doubt. You needn’t know the exact details of a relationship when cursing it, only that it exists — “Steve and whoever he’s dating” works, as does “Steve and whoever’s paying for his new car.” Against trivial characters, this Boon is free.
- Lover Specific: Tying the Red String: When used on a character’s romantic relationships, you may bless them instead, granting +2 Enhancement on any action where the couple work together and support one another.
DEMON FROM ABOVE
Cost: Spend 1 Legend
Duration: One Scene
Range: Self
Action: Simple
You call down a demon from distant stars to fight by your side. Summon a monster from the stars with the Rival Archetype to do your bidding. Spend 1 Momentum to keep it under your control for additional scenes. If it hasn’t been Taken Out, the demon heads off to spread havoc to the World when you relinquish control.
Psychopomp — As Above, So Below: You not only draw power from beyond the stars but from beyond the grave as well. When you summon a star demon into the World, a number of Shades equal to your Purview dots with the Spawn Archetype accompany it.
GUIDING STAR
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One character
Range: Infinite
Action: Simple
You create a mystical beacon that leads either directly to you, to the location that you are in when you use this Boon, or to any locale that you know well. The target of this Boon can sense the beacon from anywhere within the same realm of existence, and can navigate the way to it with a flawless sense of direction.
Once a character has chosen to follow the beacon, you can divine their location as a simple action, determining the exact distance and direction to them.
OCCLUDED SKIES
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One target
Action: Simple
You obscure a character, object, or location from scrying and divination. You automatically sense when someone attempts to magically detect something about the target and can return vague, contradictory, or deceptive results, although you don’t know exactly whom you’re deceiving. Characters with a Legend higher than your own can attempt to break through this Boon with a Clash of Wills. To obscure a location, it must be a discrete area that’s recognized as a singlelocation, such as “this plaza” or “the dying mall on the other side of town.”
- Sage Specific: Hidden By Heaven: The subject you obscure becomes difficult to detect even with mundane senses. Attempts to locate the subject or evidence about it, even through mundane surveillance and detective work, suffer +2 Difficulty.
STARRY PATH
Cost: Spend 1 Legend
Duration: Instant
Subject: Self and other characters
Action: Complex
As you focus on a specific location, motes of starlight wink into existence around you. You must maintain your focus as a Complex action as they build over the course of a few minutes, and can’t use this Boon at all while in combat or similarly fast-paced action. Once the action is complete, you disappear in a burst of starlight and instantly reappear anywhere in the World, regardless of distance. You can bring up to (Legend) additional willing characters with you when you teleport. Other Scions and mortals Fatebound to you don’t count towards this limit.
This Boon can’t be used to pass directly from one realm of existence into another. In Terra Incognitae, Overworlds, or Underworlds, the distance you can teleport with a single use is limited to the equivalent to ive days and nights of travel within that realm.
- Liminal Specific: Light in the Dark: You can use Starry Path to travel to an Underworld, but the Storyguide chooses where you appear. This is never a place of immediate danger, but it’s always somewhere dramatically interesting, presenting challenges, opportunities, or both.
THE SPOTLIGHT
Cost: Imbue 1 Legend
Duration: Scene
Subject: One character
Range: Long
Action: Simple
You shine a light down on someone, making them the center of attention as either a blessing or a curse. They can be seen and heard clearly by anyone in the scene, regardless of obstructions like fog, noise, crowds, or the like.
As a blessing, members of the crowd suffer a level 2 Complication to attempts to interrupt or heckle; if not bought off, they’re quickly silenced by other crowd members, ejected by security, or drowned out by applause.
As a curse, they suffer a level 2 Complication to any actions other than entertaining the audience. If not bought off, the target is hounded and heckled by the crowd; even if they escape or hide, they’re pinned down by critics looking to vent their ire
ZODIAC WARRIOR +
Cost: Imbue 1 Legend
Duration: One Scene
Subject: One Constellation
Action: Simple
You bring a figure down from it’s constellation, asking it to fight in your defense. This can be an animal, a person, or any other force that can be traced amongst the stars. The come down from the sky to help you (even if it is the day time).
Primary Pool (11): Pick 2
Secondary Pool (9): Pick 2
Desperation Pool 7
Health: 3
Defense: 3
You can grant them 3 Weapon or Armor Tags.
They gain +1 Enhancement when fighting with their weapons.
You may grant them Antagonist Quality, but if you do, decrease each Dice Pool by 2.
When they are destroyed, or the scene ends, they return to the Firmament.
Sun
BLINDING GLORY
Cost: Spend 1 Legend
Duration: Condition
Range: Medium
Action: Simple
You unleash a flash of brilliant light, inflicting a blinding Condition on all enemies in range. When you spend Legend with this Purview’s innate power, you may also use this Boon reflexively and for free. In addition, if all targets are trivial, this Boon’s cost is waived.
CENTER OF THE GALAXY
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Range: Short
Action: Simple
All planets and therefore all people rotate around the sun. In social situations, this becomes all the more apparent. There’s something about the sun that draws others toward it, whether for good or ill. You can choose to become the center of attention in the room for one scene, drawing others toward you and away from others. Everyone other than yourself receives +4 Complication for any social rolls that would draw others away fromyou. If they fail to buy off the Complication, they see you in a favorable light, and you gain +1 Enhancement for any social rolls against them.
- Adversary Specific: Flare in the Eyes: Characters who fail to buy off the Complication see you as an irritant and a problem. Decrease their Attitude by 1 and increase the Enhancement to social rolls by 1.
HOPE REBORN
Cost: Imbue 1 Legend
Duration: One day
Subject: Self
Action: Simple
You embody the glory of the sun and the promise of the dawn. Mortals will instinctively see you as the answer to any hopes they may have, and you have Enhancement 3 when you try to identify these hopes or use them as leverage in influence.
LIGHT UP THE ROOM
Cost: Imbue 1 Legend
Duration: Scene
Subject: All within range
Clash: Charisma + Legend vs. Composure + Legend
Range: Short
Action: Simple
Your brilliance rubs off on those in your immediate vicinity. Upon activating this Boon, you shift atmosphere by 1 in a manner of your choosing. For the duration of the scene, you gain Enhancement equal to your Legend/2 (rounded up) on any action to further shift attitude or atmosphere. When the scene ends, non-trivial characters revert to their original attitude and, if they succeed on an Integrity + Cunning action, are aware you supernaturally influenced their opinion of you.
PENETRATING GLARE
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
Your see through the darkness of lies and confusion. Add Enhancement 3 on any rolls to determine whether a character is lying, see through a disguise, pierce an illusion, or otherwise see through deceptions. If you face the Misleading complication, its rating is reduced by one point.
SOLAR JET
Cost: Imbue 1 Legend
Duration: 1 Scene
Subject: Self
Range:
Action: Complex
You may create a fighter jet out of spectral light surrounding you. This jet is, for all intents and purposes an F-14 Tomcat covered with Ancient Egyptian symbols instead of naval markings.
This Jet grants you Speed Scale 3. Once per scene, you may launch your HAWK-1 missiles at a target, doing scale 2 attack with the tags: Shockwave, Elemental, and ARMOR PIERCING. If you use this attack, the imbued Legend becomes spent.
This boon may only be used outside and during the day time. At sunset, this jet disappears into the dusk.
SOLAR REBIRTH
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Range: Short
Action: Simple
When the sun sets, it always rises the next day. So too does a God who falls. When Taken Out, you can choose for your body to suddenly immolate and turn to ash. With the rising of the sun during the next scene, your body reforms from the ashes and you are restored to full Health.
- Healer Specific: Life, Death, and Rebirth: You may apply this Boon to a character other than yourself. This persists until the character is Taken Out or until the end of the session, whichever comes first.
SUN’S GLORY
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self or one character
Range: Short
Action: Simple
The sun is yours to command. You can reach up and pluck the sun from the sky to form a golden coronet that you either wear or bestow on someone else. While you can only manifest one of these coronets at a time, other Gods can also perform this ability. If you remove this coronet before performing the Boon, then it immediately disintegrates. It cannot be removed by anyone other than yourself.
At a later time, you can choose to manifest the sun itself in miniature by activating the coronet. A small, blazing halo of light appears above the wearer’s head and protects the wearer from being targeted by all ranged attacks. If an enemy tries to target the wearer at range, they must choose another target. The light also has the same potency as sunlight and will impact supernatural creatures in the same way. After the scene, the coronet floats upward and disappears.
Universal
EMINANCE OF PURVIEW
Cost: Spend 2 Legend
Duration: One scene
Subject: Self
Action: Simple
You bring yourself into perfect alignment with your Purview, tapping its miraculous power directly from the source. This is accompanied by a transformation, though it needn’t be dramatic: Some Gods become walking maelstroms of their Purview’s raw energy; others simply take on an ineffable sense of that Purview as it seeps into their posture, gestures, and bearing. In either case, the change is unmistakable. Every charac- ter within the scene automatically knows that you are your Purview incarnate and responds accordingly.
Eminence offers a number of benefits:
• You can work any number of marvels for your Purview and don’t need to spend any Legend to do so. Marvels that would normally require imbued Legend instead last until the end of the scene.
• Foes attempting to use your Purview — whether through Boons, marvels, or even thematically associated magic like Birthrights — must
make a Clash of Wills, rolling their Legend against yours directly. You gain Enhancement 2 on these rolls. If they fail, you may choose to
smother their power or twist it, inflicting a +3 Complication on its use.
• You and your allies automatically have access to all of your Purview’s Dominion stunts, adding 3 Enhancement to any of their effects as if you had multiple Purview-wielders.
• When you leverage your Purview’s nature, you automatically gain +1 all-encompassing Scale to all relevant actions. When used in the World, you always suffer a new Fatebinding at the end of the scene, without recovering Legend. Attempting to use this Boon while Incarnated taxes your divine nature to the breaking point. This inflicts a Divine Wound (p. 71) either to one of your Callings or to the Purview itself at the end of the scene.
War
DECIMATION
Cost: Spend 1 Legend
Duration: Condition
Subject: One enemy army
Range: Long
Action: Simple
You lay a curse upon the enemy force, leading one-tenth of their soldiers to ruin. The Decimation Condition causes all enemy combatants who comprise the opposing army to suffer a +2 Complication to their attacks. Failure to buy off the Complication results in suffering a single Injury Condition. Against Mobs or Segments of enemies, each Condition should be sufficient to injure or slay several soldiers. You may decide that this appears to be natural, such as injury due to grievous damage inflicted by the enemy, or explicitly supernatural, with soldiers spontaneously dying from wounds that appear on their bodies with no natural source.
This curse is demoralizing to any fighting force afflicted by it. Should the enemy fail to buy off the Complication twice, commanding officers may be required to make a Difficulty 4 Leadership + Composure roll to prevent their army from routing in the face of heavy casualties.
This Condition comes to an end after the enemy army is routed or one-tenth of its soldiers have been slain.
Destroyer Specific: Salt in the Wound: Your favored forces also gain +1 Enhancement on attacks against the opposing force, and they may also apply this benefit to any rolls to keep from routing, as your fellow warriors are emboldened by victory.
GRAND ARMY INVOCATION
Cost: Spend 1 Legend
Duration: Condition
Subject: One army
Range: Close
Action: Simple
A great general is never without their favored weapon. You can put a call out into the universe, either literally with your voice or through written messages on pamphlets or social media, for able and willing warriors to fight for a particular cause. Within moments the first of these fighters show up to support you; treat them as Heavy Followers with the Group tag. At the start of the next scene, sufficient forces have rallied for your Followers to gain the Mob tag.
At this level, they become an army. Treat them as if they possessed (Legend/2, rounded up) tags and an additional Bruised Condition.
The army is a miraculous one, able to be comprised of veteran combatants and enthusiastic greenhorns, given the blessing of skill through your divine power. The Grand Army Condition lasts until the army completes the task it was called together to accomplish or it has been Taken Out in battle.
This Boon may also be used to fortify an existing army of Followers that possesses the Mob tag, granting three additional tags for the duration of the effect.
- Guardian or Destroyer Specific: Fighting for the Cause: As long as the cause the army has been brought forward for falls within the themes of your Calling, they gain one additional Bruised Condition and two additional Maimed Injury Conditions.
HERALD OF VICTORY
Cost: Spend 1 Legend
Duration: One scene
Subject: One side of a battle
Range: Long
Action: Simple
Your blessing promises victory. All characters on the side of your choice in a fight (whether physical or not) gain Enhancement 1 on all actions. If you are passively observing a battle between unrelated parties (i.e. none of her allies are involved), you can use this Boon for free to favor one side.
- Warrior Specific: The Decisive Blow: Once per scene, when a character from your favored side makes a successful attack, you may grant them the ability to purchase the Critical stunt an additional time. If this attack is against the other side’s leader, the cost to purchase this additional stunt is reduced by 1.
Instant Fortress
Cost: Spend 1 Legend
Duration: One scene
Subject: 1 Area
Action: Reflexive
Thick walls, pillars and elevations appear in your Area. They make ingress difficult, and provide cover to you and your allies while they are in this Area.
If there are no enemies in an Area, you may spend a legend to apply the Fortified (Moderate) Area Effect the a single Area. This makes moving into the area a Difficulty 2 roll. Additionally, the area you are in gains the Area Effect.
If, during a scene, you are forced to vacate this area. The current occupants of this area benefit from this effect instead.
Fortified (Moderate)
Fortified (Moderate)
The Area has sturdy, defensible structures, granting an advantage to defenders and making life difficult for the attackers. Fortified might also cover an Area strewn with a large amount of cover or other obstructing terrain.
Complication
This Complication applies to all ranged attack actions or demolitions actions using Science or Technology.
Consequence
Failing to buy off this Complication results in ranged attack actions targeting the scenery in addition to (or instead of) the character they intended to target. Failing to do so on a demolition action risks the shockwave of the explosion backfiring on the user, resulting in appropriate Injuries.
Link to original
MARCHING ORDERS
Cost: Imbue 1 Legend
Duration: One scene
Subject: You or One character
Range: Short
Action: Reflexive
You grant Enhancement 2 to yourself or another character on rolls to command Heavy Followers (p.203) for one scene. If the target interacts with a character who is his subordinate in a military or paramilitary group, the subordinate’s Attitude is treated as one point higher. This does not stack with other magical Attitude bonuses.
TO THE GATES OF HELL
Cost: Spend 1 Legend
Duration: Until victory is achieved
Subject: Armies under your command
Range: Long
Action: Simple
Armies under your command are prepared to battle all the way to the gates of hell. Those fighting on your side receive +3 Enhancement as long as they keep fighting the enemy. They won’t stop until the enemy is dead, or they are. Attempts to end the conflict — no matter the odds or the losses — by retreat or surrender receive a +2 Complication. If not bought off, your soldiers turn their aggression toward whoever made the order to stop fighting.
Training Montage
Cost: Imbue 1 Legend
Duration: One Scene, and the time preceding this scene
Subject: One person
Action: Offscreen Action
You spend time with another character imparting your hard fought skills and expertise. This training involves a narratively appropriate amount of time carrying out tasks related to a future objective. No matter how long or short the amount of time is, you are able to complete the training before the moment of truth.
When this begins, choose one victory or accomplishment that must be carried out. You must set this goal in advance of the scene to use this boon. When the moment happens, you grant your trainee Scale towards one aspect (power, durability, speed). They gain scale for the whole scene in which they are trying to accomplish this objective.
Regardless of whether they succeed, the effect ends at the end of the scene.
UNDERSTANDING THE BATTLEFIELD
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
Ask the Storyguide one of the following questions:
• What is the best way to provoke a fight (not necessarily lethal, but definitely ugly) in the current scene?
• What’s the best way out of (or into) this room?
• Where should I look to find a tactical advantage? (e.g. a shotgun beneath the bar, corridors too narrow for a full security squad to move through, a war God’s blessed altar)
• What should I be on the lookout for?
Following the Storyguide’s answer grants Enhancement 3 on applicable rolls. This never directly benefits attack or defense — if the Storyguide told you about a machine gun hidden in the scene, you would get an Enhancement to find it and get it, but not to shoot with it.
WARLORD MIEN
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Range: Self
Action: Simple
You project the aura of a universal warrior, an unstoppable God-general who breaks armies before you. This is a supernatural aura of terror that is most effective against enemy soldiers, granting you +3 Enhancement to intimidation or attempts to influence enemy warriors not to fight against you. Once per round, you may reflexively roll to intimidate any character who sees you in battle. You may also influence your enemies remotely; any enemy combatants discussing you or your reputation as a general appear in a vision in your mind, allowing you to influence them second-hand.
- Leader or Tyrant Specific: Divine Defection: You may use the Enhancement granted by this Boon on rolls to influence enemy soldiers to join your cause, persuading them to turn against their allies. They ignore negative Attitude towards you resulting from the current conflict for these rolls.
Water
ANODYNE WATERS
Cost: Imbue 1 Legend
Duration: One scene
Subject: One character
Range: Short
Action: Reflexive
You may bless yourself or another with a beguiling watery mien. At your discretion, this may transform the target in a minor cosmetic way, rendering them damp, festooned with seaweed, transforming their hair into a mane of flowing water, and so on. The target may choose to focus on a single character, rendering them transfixed and motionless. This functions as the DREAD GAZE Flair (Scion: Origin, p. 149), save that it does not require a basic action to move. Maintaining this effect is unrolled and can be part of a mixed action with an influence action. Influence against the transfixed character ignores negative Attitude. This is only effective against characters of equal Tier or lower to you, regardless of the subject’s Tier.
Lover Specific: Siren of the Shores: The recipient of your blessing may increase positive Attitude in the transfixed target by one. If Attitude is neutral or already positive, increase by two.
CHANGING TIDES
Cost: Imbue 1 Legend or spend 1 Legend
Duration: One scene or Instant
Subject: Body of water
Range: Long
Action: Simple
You exert your will over water, controlling the tides or currents that move through it. You can calm all water out to long range, making it still and placid even in the face of a hurricane, or change the direction that currents flow in, letting you reverse the direction of a river or cause a riptide to drag lost swimmers back to shore. Reclaiming the Legend imbued in this Boon causes the water to revert to its natural behavior.
Alternatively, if you spend Legend instead of imbuing it, you can call up a great wave to crash down on your foes. You roll this attack with (highest Power Attribute) + Occult. It has the Bashing, Long Range, Pushing, and Shockwave tags.
EARTH-SEA +
Cost: Spend 1 Legend
Duration: One Round
Subject: One Area
Action: Simple
The ground you are standing becomes liquid. The surface becomes permeable. People and furniture falls into the liquid and and floats or sinks with the buoyancy of water. Fish and people can swim through the ground as if it was water, and can even dive beneath the surface. By the end of the round, the ground fully becomes cool, clear water.
The depth can vary based on the location, but is usually 2-3 meters deep. If used above the first floor, the entire floor below you turns into a pool, inevitably beginning to leak and then collapse as the water bursts through windows and doors. If caught in this Area they must deal with the Underwater (Major) Area effect.
Other Areas nearby may gain the Flooding (Major) Area Effect
OTHERWORLDLY REFLECTION
Cost: Spend 1 Legend
Duration: Instant
Subject: One character
Range: N/A
Action: Simple
Using a pool of water as a medium, you may observe the whereabouts of people known to you. In order to target a subject with this Boon, you or one of your Bandmates must have met them before and recognize them. Targets using scrying-defeating magic of an equal or greater Tier than you provoke a Clash of Wills when this Boon is used. If you have something signif- icant to the subject, such as a treasured belonging, strand of hair, drop of blood, or a deeply held secret, you automatically win this Clash of Wills if the target is the same Tier. If you choose to destroy the item or forget the secret, you automatically win this Clash of Wills against a target up to one Tier greater than you.
On success, you may see their current activities and watch them for up to a scene. This gives you a vision of the subject and their immediate surroundings reflected in the water; you may sense things as if you were physically present. These visions always provide just enough context to gain +3 Enhancement on a single roll to locate or confront the subject. You do not need to have met one of your worshippers or followers to use this Boon to perceive them.
Hunter Specific: Waters See All: You can view subjects without having met them prior to scrying them with this Boon, but doing so reduces the Enhancement to +2 and the Storyguide may spend 2 Tension to add a true, but misleading detail. This misleading detail should never derail the observation, but it might distract from the Scion’s pursuit.
REBORN IN THE DEPTHS
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Reflexive
You can heal by submerging yourself in a body of water, resolving an Injury Condition at the end of a scene spent immersed in water. You can only benefit from this healing once per session. In addition, you extend your senses through the water. As a simple action, you can displace your perspective to any point out to long range within the same body of water, seeing through that point as though you were physically there.
- Monster Specific: From Beneath the Sea: When you emerge from the water after using this Boon to heal yourself, you may do so with a strange aquatic feature meant to adapt you against future danger, such as thick scales or rubbery skin that resists electricity. This grants you the Resistant tag against a damage type of your choice. You may choose to shed this adaptation any time you submerge yourself in water.
SINK HOPES
Cost: Imbue 1 Legend
Duration: Condition
Subject: One character
Range: Short
Action: Simple
You overwhelm a character with the sensation of endless drowning as a Condition. Even though they know they can breathe, they either panic or despair as they feel suffocated by an endless crushing darkness. All rolls they make with Social or Mental Attributes are at +2 difficulty. If they are submerged in water or at risk of becoming so, this also applies to Physical Attribute rolls. This Condition resolves when the target suffers near-drowning or a comparable mortal peril due to water, or when you reclaim the Legend imbued in this Boon.
TORRENTIAL CASCADE
Cost: Spend 1 Legend
Duration: Instant
Subject: One Field
Range: Medium
Action: Simple
You call forth a massive wave of water from a nearby water source or the air itself to flood your enemies. Roll this as an attack using (highest Power Attribute) + Occult. It has the Bashing, Pushing, Ranged, and Shockwave tags. The water crashes into the ground and floods the entire Field your enemies are standing in, creating water-logged difficult terrain. These flood- waters remain unless drained away.
Primeval Specific: Flood the World: This Boon causes a great flood that affects the entire region. This can level entire settlements, cause great loss of life, and turn a valley into a lake. Add three dice to the Collateral pool. If you choose, you may ensure that no living beings are killed by the mass flooding. You can also designate a single Field in the region which will remain miraculously unharmed.
UP FROM THE DEPTHS
Cost: Imbue 1 Legend
Duration: One scene
Subject: One creature
Range: One body of water up to long range
Action: Simple
You can dredge up monsters from the dark depths of any body of water. Summon a creature from beneath the waves and assign powers as if it was a Creature Birthright with a rating equal to Legend/2 (rounded up). This could be the animated corpse of a dead sailor, a mythical sea creature, or a titanspawn from the deep. Whatever you summon obeys you for the duration of the scene, returning to the murky depths when the scene concludes. Spend an additional point of Legend to increase the creature’s Scale by one step (limited by the Scale of the body of water) or to make this creature a permanent feature of this body of water. It does not remain under your control after the original scene, but at the very least the creature saves you for last if it chooses your Band for a snack
Wild
ACCLIMATE
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self and allies
Action: Simple
You transform yourself and your allies to suit your environment — thick hide, warm fur, or whatever else is needed. You can use this Boon to benefit yourself, other players’ characters, and up to your Legend in Storyguide characters, allowing them to ignore environmental Complications from their current surroundings: You might grant them the fortitude to survive the scalding heat of the Sahara or immunize them against the radiation of Chernobyl.
Hunter Specific: Adaptive Camouflage: You and your companions gain +2 Enhancement on attempts to conceal yourself and your tracks within the chosen environment.
CALL OF THE WILD
Cost: Imbue 1 Legend
Duration: Condition
Subject: One character or multiple trivial targets
Range: Medium
Action: Simple
For all that human civilization has progressed, it is not so far from returning to the wild as it might like to think. You can use this Boon on a human, human-like being, or domesticated animal. Alternatively, this Boon can be used against all trivial targets within range for free. You inflict a Condition that awakens atavistic instincts, adding +2 to the Difficulties of all Academics, Culture, Firearms, Medicine, Pilot, Science, and Technology rolls, but grants Enhancement 2 on Athletics, Close Combat, Integrity, and Survival rolls. This Condition resolves when failing a roll with one of the penalized
Skills leads to significant consequences.
GREEN FLESH
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: Self
Action: Simple
You transform your flesh into plant-stuff. You gain one of the following benefits and may shift between them as a simple action:
• Thick Bark: Your skin becomes thick and knotted, increasing your soft armor by 1.
• Enchanting Blossom: You gain +2 Enhancement on rolls based on allure or distraction.
• Natural Deterrent: You are covered in wickedly sharp needles, burning resin, or some other defense. Characters touching you suffer a +2 Complication to grapple or restrain you; those who fail to buy it off suffer a level of damage.
In addition, you gain the ability to photosynthesize, replacing the need to eat so long as you have water and sunlight.
Healer Specific: Gift of the Green: You may use this Boon to give one of its three benefits to another character along with the ability to photosynthesize. When used as part of treatment, this transformation instantly stops all bleeding for the duration and grants +1 Enhancement against toxins or infections.
LAY OF THE LAND
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
Ask the Storyguide one of the following questions in a wilderness area:
• What happened here recently?
• What should I be on the lookout for?
• Where’s my best escape route/way in/way around?
• What here is useful or valuable to me?
Following the Storyguide’s answer grants Enhancement 3 on applicable rolls.
NATURE’S DUE
Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Clash: Cunning + Legend vs. Resolve + Legend
Action: Simple
Your touch is destructive to man-made objects, especially mechanically or technologically complex ones. As a Simple action, you can destroy a mundane, man-made object within short range, transforming it into plant matter and dirt. Nontrivial characters can contest this when used against their possessions with a Clash of Wills.
Trickster Specific: Leaf It Behind: You can mark an object for later destruction, causing it to decompose at a point chosen by you either within the next day or when some condition is met, such as “reaching for the gun” or “if you try and follow me out of here.” If a condition isn’t met after a day, the magic fades and the object is safe.
OVERGROWTH
Cost: Spend 1 Legend
Duration: One scene
Range: Medium
Action: Simple
You cause plants to sprout and rapidly grow from the soil, cracks in concrete, or any other surface that can support them. You can create difficult terrain anywhere within range and create one or more terrain features that provide a total of 3 points worth of Complications or Enhancements. For the rest of the scene, you direct the plants to attack an enemy as a simple action, rolling Presence + Survival. These attacks have the Bashing, Grappling, and Versatile tags.
- Primeval Specific: Green Maelstrom: You may move your zone of overgrowth by one range band as a reflexive action, or two as a simple action. While the area it leaves is still choked with vegetation that makes it difficult terrain, you can no longer direct the plants within that region or benefit from terrain features.
PALEO-RADICAL +
Cost: Imbue 1 Legend
Duration: One Scene
Subject: Self
Action: Simple
People like to pretend they are different from Animals. They act like they are separate from the world, above it. However, you know can wipe away the trappings that allow them to hold onto these illusions.
For the rest of the scene, whenever you touch an object more advanced then sharpened stone (usually a Physical+Close Combat) it instantly becomes Broken. Steel rusts, clothing tatters, cellphones crumble into pieces. The damage is not always permanent, and it is up to the GM to determine the exact nature of the destruction. This does not apply to your own belongings. Relics, or other divinely touched items are immune from your touch.
PLANT SERVANT
Cost: Imbue 1 Legend
Duration: Scene
Subject: Any plant within sight
Range: Short
Action: Simple
Flora springs to life at your call. Animate one or more plants to perform menial tasks, supply extra hands, or to fight your enemies. A single plant with Size equal to your Tier, or multiple Size 0 plants equal to your Legend can be brought to life this way. Assign powers as if it was a Birthright Creature equal to your Legend/2 (rounded up). At the end of the scene, they plant their roots back in the ground where they stand. You can imbue additionalLegend to have your plant creatures remain animated for added scenes (1 point of Legend per additional scene), until the task you assigned is completed. Spending a point of Legend extends the plant servant’s life indefinitely, but atthe end of the arc it leaves your control unless secured by spending experience points. If used in Divine Realm play, use the approach of your choosing to make your creation a Realm Condition.