Ways to Buff a Roll
Invoke Path (1 per session free per path)
+2 dice; can do Twist of Fate stunt
Invoke Guide as Path (1 per session free per guide)
+2 dice; can do Twist of Fate Stunt
Invoke Cult as Path (1 per session free per cult)
+2 dice; can do Twist of Fate Stunt stunt
Invoke Legendary Title (Spend 1 Legend) Add half Legend (rounded up) as Scale to a single roll (+2 enhancement per Scale) Invoke Calling keyword (Spend 1 Legend, 2 momentum)
+1 Scale (+2 enhancement per scale)
Spend Momentum
+1 die per momentum, no maximum
Resonate with Virtue (Shift Virtue Track 1 box)
+1 die per momentum spent (in addition to normal benefit): if Virtuous Condition, add another die
Applicable Specialty +1 enhancement Circumstance/Equipment
+1 enhancement or +Scale
Using an applicable Weapon for it’s designed use
+1 enhancement
Relic Enhancement
As applicable
Relic Deed
+1 enhancement per Tier to appropriate social rolls when flaunted to someone who knows
Blessing Marvel 1 per scene imbue 1 Legend: +2 enhancement to one action Teamwork
+1 enhancement per helper’s success, up to +3 enhancement
Bond (1 per session) +1 Scale on an action to either help your Bondmate (if positive) or hinder your Bondmate (if Negative) Previous Stunt +1 enhancement per every success of previous roll Guide deus ex machina
Roll Double-9, gain the use of 1 free Boon/Marvel you do not know
Invoke an Applicable Fatebinding
Varied effects
Unchecked Abandon (Collateral Pool) 1/session: Before the roll, +Enh=Collateral Divine Effort (Flooding the Pool)
After the roll, 3s per +1 Scale) to a max of 5
Note: Enhancements max out at +3e for mundane or +5 if any sources are mystical. Scale stacks with everything, Max +6 enhancement for scale from any one source
CLASH OF WILLS
Knacks cannot be applied to anyone two Tiers higher than you. If a Knack (but not Boons) breaks this rule, it will say so within the mechanical text.
For Knacks, a Clash of Wills is resolved by making opposed rolls of [Knack Skill] + [Legend or Calling dots, whichever is high]. If no Knack Skill applies, substitute Integrity.
For Boons Clash of Wills are Legend + Attribute with ties favoring the defender, but most are unrolled, as effects can cancel one another out or even out in other ways.
If a character is Tier 1 (Mortal) but possesses a Knack, they may apply their Knack for the scene with a Clash of Wills roll against another mortal. Applicable Calling is equal to 1 for this purpose (for a roll of Knack Skill + 1). If a Knack references a Clash of Wills, refer to this ruling. Trivial targets do not make Clash of Wills rolls.
Flooding the Pool
Once per session, a character with three or more divinity dice may choose to flood the pool, spending a Basic Action (which may not be part of a Mixed action) to fill herself with pure divine power. The next roll she makes is made entirely with divinity dice, and grants her access to any of the following stunts:
Divine Effort (1 Scale per 3s)
Gain +1 Scale to the action for every three successes spent on this Stunt, which stacks with any other sources of Scale to max of +5.
Divine Revelation (1s)
For each success spent on this stunt, reveal one clue per success in this or any future Procedural scenes. Add 1 die to the Collateral pool.
Wave of Power (1s)
Add the Shockwave tag to any attack enhanced by this Stunt. If it already has the Shockwave tag, it gains Brutal instead. Add 1 die to the Collateral pool.
Wonder and Awe (variable successes)
People or creatures observing you become enthralled by your display of might. They become temporary Followers or Creatures with a rating equal to the successes spent on this Stunt. This effect ends at the end of the story. If this roll would also result in a Fatebinding, these people or creatures are excellent targets.