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.

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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.