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.