Denizen Purview
Earth Friend Innate Power
You can see through solid earth or stone (including brick and concrete) out to short range. As a result, you can both see what is on the other side of a brick wall, and you can also look at the ground and see whatever is buried in it, as long as it’s no more than short range from you. You can see ore seams, buried bodies (or treasure), and you can also see caverns and faults in the rock. You do not require any light to use this ability, so you can clearly see the interior of a cave or hollow space even if it has never seen the light of day.
ANIMATE EARTH
Cost: Imbue or spend 1 Legend
Subject: Earth within Medium range
By imbuing 1 point of Legend, you can animate the earth itself, causing dirt, stone, metal, or mixtures of all three to become a human shaped creature that is utterly mindless and entirely under your control. This creature counts as a professional (Scion: Origin, p. 145), and it excels at lifting, moving, and throwing heavy objects. Animated constructs all possess the Heavily Armored and Natural Weapon Qualities, and they gain the Subterranean Movement and Sure-footed Quality when they are walking on the ground.
Creatures you create using this Boon can walk, run, climb, or burrow, but cannot fly or even jump and they also cannot swim because they are too heavy. You can give the creature simple, obvious directions, like telling it to attack someone you indicate. If you do this, you can also act normally, but you must take an action to tell the creature to change what it is doing. Alternately, you can effectively possess this creature, using its senses and controlling its body as if it were your own. In this case, you can use your Knacks and Purviews through it. However, you can- not act yourself unless you either perform a mixed action or spend one or more actions not controlling the creature, which will stand motionless unless given simple instructions.
If you instead spend 1 Legend, you can create a number of animate earth creatures equal to your maximum Legend. However, all of these creatures must act together, you cannot direct them separately. Regardless of how many such creatures you animate or how you use them, all creatures made using this Boon are obviously made of dirt, rock, concrete, or metal, and cannot disguise themselves as any sort of living being.
COMMANDING THE SOLID EARTH
Cost: Imbue 1 Legend
Subject: Earth within Long range
You can alter the earth, metal, and stone around you in complex ways. You can either cause a building or other structure that’s within Long range to topple in whatever direction you desire, or turn the local earth, metal, and stone into walls, ramps, ditches, or even simple buildings or statues. Using this boon requires a Persuasion + Presence roll. Destroying a structure has a Difficulty equal to the Size scale of the structure. When creating structures, you can spend successes to cause the result to appear more finished, even, and precise. A single success results in a crude but workable effort, while five or more successes allows you to give the result the appear- ance you desire. You can use this Boon multiple times to create vast cave complexes suitable for dozens or even hundreds of humans or Denizens to live in.
DENIZEN PURVIEW: ILLUSIONS
Illusions Innate Power
ou gain the ability to see through all illusions and disguises. In addition, you automatically know when a trivial opponent speaks a lie in your presence, although you only know you have heard a lie, not the nature of the truth. In addition, you gain +2 Enhancement for detecting deliberate and knowing lies in either the speech of non-trivial opponents or in print.
DISGUISE
Cost: Imbue 1 Legend
Duration: One Day
You can’t change the actual shape of people or objects, but you can disguise them with an illusion. This illusion can disguise a group of twice your Legend, a single object of up to Scale size 2, or a location no larger than a medium-sized house. Disguised people and objects appear lifelike and seem completely authentic — a person’s hair ripples in the breeze, a car’s engine throbs, a fire gives off heat. This illusory disguise even feels real to brief, non-forceful touch, but it has no physical substance and cannot exert force or cause harm. These disguises remain even after you leave their presence. A non-trivial character who wins a Clash of Wills can see through the disguise. Also, attempts to physically interact with a disguise may reveal it to be fake. You cannot make people or objects invisible, but you can make them look like anyone or anything you want.
IMPERSONATION
Prerequisite: Disguise
Cost: Spend 1 Legend
Duration: Indefinite
Subject: Self or touch
You can disguise the target as a specific individual. You must have either touched the individual or seen them in person and heard them speak for at least several minutes. This disguise is perfect, and includes appearance, accent, body language, and even scent, so that it fools someone’s dog as well as their allies. Also, your fingerprints and other physical details appear to match perfectly. Although this Boon does not provide the subject with any special knowledge of the person they are impersonating, it helps convince people of the subject’s identity. As a result, all trivial targets are firmly convinced that you are who you appear to be. Also, if you win a Clash of Wills with characters of your Tier or higher, you gain +3 Enhancement to all rolls to dispel their doubts about your identity. This Boon ends when you decide to end it.
DENIZEN PURVIEW: LAIR
Lair Innate Power
You have a Lair, whether it be a natural structure you’ve traditionally made your home, a human construction you’ve protected or occupied, or some other distinct place. You are always aware when someone enters, materially affects, or supernaturally interferes with your Lair, and have perfect awareness of any chang-
es made in your absence. No matter where you are in or beyond the World, you can magically access your Lair if you’re not restrained. This allows you to store or fetch an item you can comfortably carry as a simple action once per scene, or travel between your current location, your lair, and back as the work of an hour if you need to head there bodily. Accessing your Lair from an Otherworld requires you to spend a Legend unless your Lair is strongly associated with that Otherworld.
Example Marvels: A Lamassu causes the temple they protect to turn aside gunfire from those worshippers huddled inside (Blessing); a magical crocodile pulls a boat down into the depths of their swamp (Attack); a dwarf magics up weapons from their distant forge (Equipment).
HOMEWARD SHORTCUT
Cost: Spend 1 Legend
Duration: One Scene
Subject: One location
Action: Complex
You miraculously bridge the connection to your lair, allowing instant access for your allies and yourself. When you activate this power, select a liminal space such as a doorway, tunnel entrance, or the banks of a stream. For the duration, you and characters you choose to allow can step between that location and your Lair freely. If you have not left your Lair since the last time you’ve invoked this power, you may use it to return to the most recent place you traveled to your lair from.
ENCROACHING DEN
Cost: Imbue 1 Legend
Duration: Scene
Range: Short
Subject: One Field
Action: Simple
You pull elements from your lair into another area, its influence temporarily spreading throughout the landscape: High cave walls and subterranean shadows suddenly cover an urban intersection, a coffee shop
fills with marble pillars and the scent of incense. In Intrigue play, this allows you to adjust or create an atmosphere appropriate to your lair, such as “quiet introspection” or “creeping dread.” In Action play, you create a Field that provides Heavy Cover that you may move to reflexively, and which counts as either a Barrier, Dangerous Terrain, or Difficult Terrain (with Complications or Difficulty values equal to your Legend) as you choose against hostile characters.
SANCTUM AND REFUGE
Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One Lair
Action: Simple
Your home becomes a place of healing and refuge for any who enjoy your hospitality. Characters who rest or recover there resolve a Damage Condition every night in addition to regular healing, and any attempts to treat wounds or similar conditions gain your Legend in Enhancement.
DENIZEN PURVIEW: OBDURANCE
Obdurance Innate Power
You may swear oaths backed by the whole of your being, whether to a particular task, guardianship, or moral stance. Any attempts to convince, coerce, or trick you into betraying such oaths suffer three additional difficulty. If such an attempt succeeds, you immediately take the first Wound condition available, and the attempt instead fails. Similarly, if a physical or mystical condition would prevent you from attending to an oath (such as being trapped under a landslide while a ward you had sworn to protect is being kidnapped), you may take the first Wound condition available and bypass the obstruction. The wounds tend to reflect the environments the oath-bearer has sworn in, sphinx bleeding sand and heat or shi crumbling into mountain stone. You may swear a number of such oaths equal to your Legend. Oaths with indefinite or unclear limits may be honorably set aside at the end of a Season.
Example Marvels: A sphinx’s utter conviction rallies their allies in battle to defend a Netjer temple (Blessing); a lamassu’s presence forces demons to leave local mortals alone or burn in righteous indignation (Complication);
a shi’s bark brings the walls together to smash those at tempting to rob its monastery (Attack).
BAR THE WAY
Cost: Imbue One Legend
Duration: One scene
Subject: One ward
Action: Reflexive
Despoilers and defilers must grind you to dust before approaching what you protect. Select one target which you have sworn an oath to defend: As long as you are present and able to fight, enemies attempting to harm or otherwise target the subject of your Oath increase the difficulty of their actions by your Legend, to a maximum of 5. Individuals attacked or directly interfered with by the subject of your oath are immune to the effects of this Boon for the rest of the scene.
BOOMING VOICE OF CONVICTION
Cost: Spend One Legend
Duration: Instant
Subject: One character
Action: Reflexive
Speak the truth of your dedication to your oath and ignite the flame of passion in others’ hearts. Spend one Legend to create a positive Attitude toward the subject of one of your oaths with a value equal to your Legend, to a maximum of 5. At the end of the scene, this artificial fervor settles in and cools somewhat; halve this Attitude (round up). This does not require an Intrigue action, and you may not target a character who already has a negative attitude toward the subject of your oath.
ICON OF RESOLVE
Cost: Imbue One Legend
Duration: One scene
Subject: Multiple characters
Action: Simple
Those who fight by your side to defend what is precious find their wills bolstered and their spirit carrying the day. Friendly characters in the scene (including yourself) who fight to defend, uphold, or otherwise support the target of one of your Oaths may ignore the effect of Bruised and Injured Conditions; those who possess a positive attitude to the Oathed subject may also ignore Maimed Conditions. After the Scene ends, the effects of such Conditions immediately assert themselves.
DENIZEN PURVIEW: TRANSFORMATION
Transformation Innate Power
You may change between forms freely. During Action Adventure play, this takes a simple action. Whenever you transform, trivial characters and those with lower Legend are unable to determine your true nature unless you do something particularly out of character for your assumed form (a bluebird placing an order for pizza, a Wall Street executive hurling another through the penthouse window of a skyscraper). When you transform, pick one of the benefits for your new form; you may imbue Legend to pick additional options, one for one:
• You become an anonymous or fictive individual. Your identity passes any causal examination or routine inspection flawlessly.
• You become an inanimate object. As long as you don’t interact with the world around you, only a Clash of Wills will allow others to realize you’re anything but a persimmon, watering can, or leaf.
• You assume a form with alternative forms of movement, such as a bird’s flight, a dolphin’s ability to swim, or a dandelion tuft’s ability to float on the breeze. You gain those movement abilities while in that form.
• You assume a particularly tough form, such as a hulking monster or elephant. You gain two levels of Light Armor or one level of Heavy armor, as appropriate.
• You assume a form with dangerous natural weapons, such as a crocodile’s jaws or a cassowary’s spurs. You gain +2 Enhancement and the Lethal tag for unarmed combat. Characters who aware of your powers may attempt to force you back into your true form through a Clash of Wills accompanying physical duress or an applicable Marvel.
Example Marvels: A rakshasa rapidly shifts forms to escape the grasp of an angered Devá (Resolve Condition); Brother Toad transforms himself to stone in order to break the blades of his attackers (Create Complication); a bake-danuki turns herself into a bottle of particularly bad wine to ruin the night of targets who try to drink from her (Inflict Condition).
COUNTERFEIT VISAGE
Cost: Imbue 1 Legend
Duration: Scene
Subject: Self
Action: Simple
You transform into the shape of an existing person, creature, or object you know of. Your disguise is flawless; attempts by lower Tier or trivial characters simply fail. Characters of your Tier or higher who don’t possess an Attitude toward the character or otherwise know them intimately are unable to realize the deception without supernatural aid and a Clash of Wills, and you gain your Legend in Enhancement to fool even those who know the character well.
PARADE OF SKINS
Cost: Imbue 1 Legend
Duration: Scene
Subject: Self
Action: Reflexive
You twist your body repeatedly, rapidly taking and discarding forms, your identity existing in the procession of changes rather than any one shape. You may change shape Reflexively, and you gain +2 Enhancement on a single roll with which your newest form would potentially aid you every time you change.
SHAPES OF MIGHT
Cost: Spend 1 Legend
Duration: 1 Scene
Subject: Self
Action: Simple
You stretch your shape past the boundaries Fate normally imposes onto fluid forms, becoming a thing of shattering power and might for a moment. You gain +1 Scale in Force or Speed as appropriate, and you may also gain +1 Scale for Size purposes if you so choose.
DENIZEN PURVIEW: WATER FRIEND
Innate Power: You move at Scale speed 1 in the water, and can move and fight effortlessly underwater, allowing you to make attacks and use weapons like bows or firearms, that normally do not function well underwater. Also, you automatically increase the Attitude of all aquatic, non-Legendary animals toward you by 1. This bonus stacks with ones provided by other powers.
WATERY HOSPITALITY
Cost: 0 or Imbue 1 Legend
Duration: Indefinite
Subject: Multiple people, or a single structure
Even without imbuing Legend, your clothes are impervious to moisture, and anything you carry or hold is similarly shielded as long as these items can fit into your pockets or hands. You can also extend this benefit to a number of targets equal to your Legend times 2. Conversely, you can use this Boon to protect the contents of a single structure (or vehicle) no larger than a small house. The inside of the structure remains cool and dry, with an infinite supply of fresh air. When you reclaim your Legend, the effects end immediately.
WATER MASTERY
Cost: Imbue 1 Legend
Subject: Water that you can touch
You can shape water to your will and can also cause it to briefly become as solid as steel. This water can take exceedingly precise shapes that conform to its environment. As a result, you can command a small amount of water to enter a lock and become a key that fits and can open it. Alternately, you could transform a larger amount of water into a crowbar to pry a door open, or a sturdy lock that prevents anyone from opening a door for the duration. You cannot make water into any sort of complex mechanism, but in addition to a watery key being able to open the lock it is in, tools made of water provide +3 Enhancement to the use you make them for. Finally, you can pour water on the ground and transform it into an area of difficult or dangerous terrain. In
an emergency, you can also transform water into a Close Combat weapon.
DENIZEN PURVIEW: WIND FRIEND
Innate Power: You can normally breathe in any circumstances, regardless of the presence of safe air. You are immune to all damage or Conditions caused by smoke, bad air, or toxic gases that are not part of a supernatural attack. In addition, smoke, fog, and other airborne substances do nothing to block your vision and if you fall, winds automatically slow your fall so that you take no damage.
GALE FORCE
Cost: Imbue 1 Legend
Subject: A single Range Band
You can buffet an area with wind. Select a Range Band no further than Medium range away. That Range Band becomes difficult terrain with a +2 Complication to movement due to buffeting winds. If not bought off, the character is subject to the Shove or Knock Down Stunts, your choice. The force of the wind you create blows leaves, sand, ash, and similar light materials around and can obscure visibility in the right location. However, this wind can also improve visibility by blowing away smoke or fog, but it causes any fire in the area to spread rapidly.
WIND BLAST
Cost: Imbue 1 Legend
You shape an ephemeral weapon out of pure air. The weapon has the Ranged (Short), Pushing, and Shockwave tags. The weapon’s Shockwave effect applies to uses of the Shove and Knockdown Stunts, and it applies to the knockdown effect of the Pushing Tag. You cannot use this ability against targets with greater size Scale than you. Also, you can use these wind attacks for narrative effects like ripping cloth, blowing shingles off a roof,
tipping over furniture, or turning an orderly desk into a scattered mass of shredded paper.