K’uh of the Mayans
Tzolk’in Purview
Tzolk'in Innate Power
Tzolk’in Innate Power
You are always prepared, with access to almost any common or relatively inexpensive mundane equipment you might need: A quick rummage through your pockets can turn out anything from chalk to rope to walkie talkies. At the beginning of each session, you can also name your current fixation — a topic or field of study that’s taken your interest. Once per scene, you may apply your newfound knowledge to gain +2 Enhancement.
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Boons
A DOLOROUS DAY
A DOLOROUS DAY
Cost: Imbue 1 Legend
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Duration: Indefinite (until one very bad day)
Subject: One character
Action: Simple
You foretell a truly awful day in your target’s future, when all their hopes will crumble. This can be an actual date or a general description, such as “the day your first child is born” or “sometime this summer,” so long as it can be roughly anticipated and is at least a week away. Your target is filled with deep, existential dread that robs them of any real sleep, inflicting a +2Complication on any action requiring concentration to avoid nodding off, jittery outbursts, or entering a paranoid fugue. If they suspect the day is near (such as their partner entering their final trimester, or the approach of the summer solstice), this increases to +3.
On the foretold day, everything that can go wrong will. Fate arranges calamities great and small, from flooded basements to jammed elevators. The day culminates in an immediate danger to the target or someone they care about, as if they were Imperiled (Scion: Hero, p. 198). This Boon is free when used against trivial characters.
AS WAS FORESEEN
AS WAS FORESEEN
Cost: Spend 1 Legend
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Duration: Instant
Subject: Self
Action: Simple
The K’uh are rarely surprised, for their deep plans are written in the substrate of the eons of the World. Upon activating this Boon, you may frame a single scene that happened in the past in response to a current opportunity or peril, allowing you to undertake a single Intrigue or Procedural action meant to prepare you for just this eventuality. These scenes must be plausible, and the Storyguide and other players may ask for changes if it stretches their sense of immersion: You might not have been able to sneak into a rival God’s sanctum to disable an insidious trap, but you might have been able to interrogate a member of her inner circle into revealing useful details.