Cost: NoneDice Pool: None
Type: Reflexive
Attuned to the wilderness, a walker in the wild places of the world, a Scion with this Boon can navigate twisting forests and brave savage jungles. Once per game, the Scion may gain +6 successes to overcome a wilderness challenge. Resisting natural poisons or venom, tracking a golden hind, finding survival caches, and not getting lost in the woods are all applicable uses of this boon.
GREEN THUMB ●
Cost: 1 Legend
Dice Pool: None
Type: Miscellaneous
The power of Agrarian Gods may seem unnecessary in the face of industrial agriculture, but few civilizations can survive their crops withering for years. Those that support the care and orderly growth of nature can bless plants within a radius of 5 yards per (Fertility Boon) to grow hardy and strong, without any nutrients, sunlight, or tending.
After taking Offerings of Wheat and Wine (Fertility 5) this Boon provides an Agrarian point.
GRASPING VINES ●●
Cost: 2 Legend and 1 Willpower
Dice Pool: Fertility + Command
Type: Miscellaneous
With a snap, a shout, or a gesture, a Scion can force the plant life of the area to spring to life and entwine a target. This is performed as a standard Grapple attack, save for the following exceptions. Firstly, this Boon may not be used to inflict damage, only immobilize a target. Additionally, if the Grapple is won by the target, the user of this Boon can’t receive the DV penalty, as they are not the one physically grappling the target. Furthermore, using this Boon requires the user’s full attention, and may only use this Boon once at a time in this manner.
Additionally, this Boon can be used to seal a passage, or path, calling up the same grasping vines to grow and fill the area, blocking doorways, overgrown paths, and the such. This blockage lasts for one day per Fertility Rank, and forces all who wish to pass to make an extended Dexterity + Athletics roll to overcome the activation role with each taking five minutes. After taking Offerings of Buck and Boar (Fertility 5) this Boon provides a Wilderness point.
CORNUCOPIA ●●
Cost: 1 Legend.
Dice Pool: Fertility + Survival.
Type: Miscellaneous.
The blessing of the harvest, ensuring a strong harvest or bringing it forth in an instant. A Scion with this Boon may chose one of two effects for this Boon. They may cause a single plant in the Scene to explode into life, producing one flower, leaf, fruit, or other types of produce per Success on the activation roll.
The second function of this Boon is to bless an area of plant life (5 yards squared per Fertility Boon) to multiply its natural harvest by the number of Successes gained. After taking Offerings of Wheat and Wine, using the Boon in this manner provides an Agrarian Point.
PHEROMONES ●●
Cost: None.
Dice Pool: None.
Type: Persistent.
The allure of the twins Freya and Freyr, and the wild choices made in the presence of Pan and Dionysus are echoed by this Boon. All beings in the same Scene as a being with this Boon suffers a -2 to their MDV, intoxicated slightly somehow by the presence of the being.
GREENEYES ●●●
Cost: 1 Legend.
Dice Pool: Fertility + Awareness.
Type: Miscellaneous.
The woods have eyes, watching all those lost, and knowing all the secrets left in the deep, dark woods. With this Boon, a Scion can share the eyes of the forests, targeting any plant and being able to base their sight and hearing from any point on the plant for a number of days equal to the Successes on this Boon. A Scion may have one active use of this Boon per Fertility Rank.
HOE AND SICKLE ●●●
Cost: 1 Legend.
Dice Pool: Fertility + Presence.
Type: Miscellaneous.
Many Gods and Goddesses claim to have taught humanity how to farm, and with this Boon, a Scion can do just that. Short instruction, be it through ritual, explanation, or example, the Scion can implant a deep understanding of agriculture in mortals. Affecting ten mortals per Success, the Scion gives the mortals a permanent bonus dice to all agrarian tasks equal to their Fertility Rank at the time of use.
After taking Offerings of Wheat and Wine (Fertility 5) this Boon gives an Agrarian point.
GREENSKIN ●●●
Cost: None.
Dice Pool: None.
Type: Persistent.
Changed forever by their connection to life, unbound and growing, a Scion with this Boon finds themselves marked physically by this connection. This may be through flowers growing from their hair, barky growths protruding like a crown from their brow, or the more common exaggerated phalluses, breasts, and other markers of fertility in the ancient world. These changes give the Scion +2 Successes on all Survival and Appearance rolls, and they double their healing times while exposed to sunlight.
EFFLORESCENCE ●●●●
Cost: 3 Legend per use.
Dice Pool: None or Fertility + Survival.
Type: Miscellaneous.
Life, limitless and unbound, can be called forth by a Demigod of the Wild or the Field. Trees shoot up into the sky in a matter of seconds, undergrowth writhes and bursts forth from the soil. A barren field explodes into corn, vines twist up the side of a castle, laden with ripe grapes. This plant life called forth is permanent until a natural death (calling forth a rainforest in the Sahara will, for example, die quite quickly) and does not appear quickly enough to damage anyone in the scene.
For the less communally inclined Demigods, or just the more spiteful, this Boon can be inverted. A Scion may kill all plant life in an area around them, trees rotting in moments, gardens fading to grey. This will happen instantly unless the plants are blessed, or created through other Boons in the Fertility Purview. If this is the case, the user of this Boon must contest the original activation role with a Fertility + Survival one.
The exact details of this Boon are intentionally vague, with the splendors of it left to each player’s imagination. Fortifications, homes, food for the starving, all can be summoned forth with this versatile Boon as long as it does not directly damage people. (Summoning poisonous plants is within the acceptable range, but trying to impale someone with a tree mid-combat, is not.)
HERMIT’S WORDS ●●●●
Cost: 1 Legend.
Dice Pool: None.
Type: Miscellaneous.
The wise old men and women of the woods know many things which humanity has long since forgotten. Their advice is often asked for when bold heroes storm off into the wilderness outside the urban sprawl of the world, either ancient or modern. With this Boon, transmitted with words of advice, a Scion can impart the power Woodwise (Fertility 1) onto one another for a scene.
After taking the power Offerings of Buck and Boar (Fertility 5), the Scion may gain a Wilderness point if used on a mortal or another Divine being a tier below them (A God will gain one for blessing a Demigod, a Demigod will gain one for blessing a Hero).
BE MERRY ●●●●
Cost: 3 Legend
Dice Pool: Fertility + Art
Type: Miscellaneous
Deities of wine, mead, and other inebriating substances are not rare among the Divine. When making, either mundanely or through use of a Boon, some sort of food, the Scion may activate this Boon to imbue the substance with this power, making ten servings per Success. When a being ingests this food or drink, they roll Stamina + Fortitude against the activation role (or wave the roll if they trust the user). If they fail, they are subject to one of the following effects, chosen by the Scion when they use this Boon originally.
Dionysian Party: All beings who ingests the food take a -2 penalty to their MDV, and must immediately compare their MDV to the original activation role. If they resist the power, they are nothing more than naturally inebreated. If they fail, they become nothing short of Divinely wasted, consuming more of the substance (to no additional effect) and attempt to fulfill whatever desires cross their mind.
Feast of the Gods: Food and drink like none made by mortal hands is produced, filling the stomach of all who feast upon it. All beings who partake in the feast gain +2 Autosuccesses to a desired Ability, and their natural healing rates are doubled while feasting.
Fish and Loaves: There is no limit to the servings produced by this Boon, instead there is literally limitless food for a number of hours equal to the number of Successes gathered. Feeding the hungry with a snap of the fingers. If this Boon is used in this manor, and the Scion possesses Offerings of Wheat and Wine, this Boon generates an Agrarian point.
OFFERINGS OF BUCK AND BOAR ●●●●●
Cost: None.
Dice Pool: None.
Type: Persistent.
Mortals are beginning to leave offerings for the Scion as they exert their power as a latent Divinity of the Wild places of the world, a symbol of their danger, mystery, and fear. This Boon allows the Scion to generate Wilderness points through Boons in this Purview, storing one point per Dot of Legend they have, and spend Wilderness points generated by other Boons in this Purview in the following ways.
OFFERINGS OF WHEAT AND WINE ●●●●●
Cost: None.
Dice Pool: None.
Type: Persistent.
Mortals are beginning to leave offerings for the Scion as they show their power as a latent Divinity of the Harvest and all things green and growing. This Boon allows the Scion to generate Agrarian points through Boons in this Purview, storing one point per Dot of Legend they have, and spend Agrarian points generated by other Boons in this Purview in the following ways.
THE GREAT HARVEST ●●●●● ●
Cost: 4 Legend.
Dice Pool: None.
Type: Miscellaneous.
Prayers for good harvests, enough to hold a community through the winter are common for Agrarian Deities to receive, the ever present issue of possible famine the reason for the massive popularity of those Gods and Goddesses in ancient times. With this Boon, they may fulfill these prayers tenfold in one of two ways.
Blessing the Harvest: Either through word, ritual, or will, a Scion can bless the harvest of an entire community, no matter how big or small. A harvest blessed in this way is guaranteed to last the community through any natural winter, and keep the entire population (including animals) healthy without outside Divine influence. Additionally, the Scion may chose to activate Green Thumb (Fertility 1) and Cornucopia (Fertility 2) on the entire harvest for no cost past the initial activation of those two Boons. If this Boon is used in this manor, and the Scion possesses Offerings of Wheat and Wine, this Boon generates an Agrarian point.
Harvest Feast: By leading a ritualized feast celebrating the harvest, the Scion may give their blessing to all who partake in the feast. All beings who partake in the ritual may increase their natural lifespan by one year per Dot of Legend the user possesses, and they all gain the effect of Perfect Partner (Dexterity Knack) to encourage cooperation to help through the trying times to come. Beings who already possess Perfect Partner or are immortal through some means gain no effect. If this Boon is used in this manner to assist mortals, and the Scion possesses Offerings of Wheat and Wine, this Boon generates an Agrarian point.
WAKE THE WOOD ●●●●● ●
Cost: 5 Legend and 1 Willpower.
Dice Pool: None.
Type: Miscellaneous.
Whispers of wise old oaks, cruel blackthorns, or rowen that know the secrets of the dead are made true with a touch of the Scion. The Scion may gift a plant with sentience, and the ability to communicate (the way in which they can communicate is up to the Scion). Plants targeted by this Boon become Legendary Beings, gaining a Legend rating equal to half the Scion’s rounded up. The Scion may chose to give the plant any single Purview or Epic Attribute (Except Dexterity) at the maximum rating for the plant’s new Legend rating, with one Boon or Knack per Dot.
A Scion may have a number of these awakened plants in the world equal to their Fertility Rank, and any use of this Boon gives the Scion a single Wilderness point if they already possess Offerings of Buck and Boar. Additionally, the Scion gains a permanent 1 Dot Fate connected to that specific plant.
THE DARK WOODS ●●●●● ●●
Cost: 8 Legend per use
Dice Pool: None (or Fertility + Survival vs DV)
Type: Miscellaneous
Mirkwood, The Dark Forest, the place outside the safety of the city walls, the primordial wilderness. These are the places many of humanity’s cultures held with great trepidation, and even fear. A Demigod who possesses this Boon may curse a being of their choice to appear in The Dark Forest Terra Incognita the next time they stray from the path. This could be a path through the forest, or something as mundane as taking a different way home from school than normal inside a sprawling metropolis. Either way, the target will arrive in The Dark Forest, with the rest up to them.
If a Scion so chooses, they may also use this Boon to transport themselves or others to The Dark Forest if they are already inside a forest.
Using this Boon to doom a being to walk the pathless woods of The Dark Forest gives the Scion a Wilderness point of they possess the Offerings of Buck and Boar (Fertility 5) Boon, but not if they use it to transport others willingly.
BLACK HORSE ●●●●● ●●
Cost: 10 Legend and 2 Willpower
Dice Pool: Fertility + Academics.
Type: Persistent.
One of the greatest dangers to humanity, be they ancient, or they modern, is starvation. Just as the Scion can bring blessings of good harvest to Mortals, they can too incite famine. This Boon functions in one of two ways, either affecting a single target, or an entire mortal population.
Hunger Pains: The Scion can strike a target with supernatural hunger, and ban any sustenance from providing for them. If they overcome the target’s Stamina + Fortitude roll, For a number of days equal to their Successes, the target is unable to eat anything without it turning to ash, rotting, or otherwise becoming inedible. Additionally, they are wracked by magical starvation, suffering a penalty equal to the Scion’s Fertility Rank in dice to all rolls.
The Third Rider: With the anger of a Deity, the Scion may strike a mortal population down for whatever reason they see fit. They target a mortal population center, and they are wracked by Famine, twice the number of Successes as a percent of the population dies over a two week period without Divine intervention. If this Boon is used on a community blessed somehow by another Fertility Boon, the activation role must overcome the blessing’s role, and if one seeks to cease this famine, they must overcome the activation role of this Boon however they seek to do so. If the Scion possesses Offerings of Wheat and Wine (Fertility 5), this version of the Boon generates one Agrarian point.
GREEN AND GROWING ●●●●● ●●●
Cost: 5 Legend per use
Dice Pool: None
Type: Miscellaneous
On the cusp of their Apotheosis, a Scion’s mastery of the wilderness, and the field alike both grow dramatically, previous skills they had mastered growing in versatility.
Woodwise - The bonus of this Boon may now also be used to assist in either a tracking or stealth roll while in the wilderness.
Grasping Vines - The Scion may target additional beings with Grasping Vines by paying the cost an additional time per target, capping at the Scion’s Fertility Rank.
Hoe and Sickle - The benefit of the Boon is passed on through nine generations, and generates an additional Agrarian point.
Be Merry - The Dionysian Party sub-Boon also makes everyone involved ridiculously fertile for one week per the user’s Fertility Rank. Every child born gives the user one Agrarian point.
LORD / LADY OF THE FOREST / FIELD ●●●●● ●●●
Cost: None
Dice Pool: None
Type: Persistent
Now a true God or Goddess, the Scion’s offerings grow rampant as mortals wish great things from them. This Boon gives the Scion additional ways to generate Wilderness or Agrarian points, and gives additional options for spending.
Wilderness: Bountiful Hunt (Animal 2), Call of the Wild (Animal 3), Sacred Hunt (Animal 4), Wild Hunt (Animal 10) grant 1 Wilderness point.
Agrarian: Rain based Sky powers, and baby making Health powers (Not yet revised) all give 1 Agrarian point.
AMBROSIA ●●●●● ●●●
Cost: 1 Legendary Deed
Dice Pool: None
Type: Miscellaneous
The food of the Gods, be it the Greek Ambrosia, the mead of the De Dannan, the feasts of the Aesir, or even more fantastic things, are powerful. Some giving different degrees of affect, apples granting youth, mead granting invulnerability, and more, but the basis of these powers is this Boon.
A Scion with this Boon may bless a specific source of food, be it a beehive, an apple tree, or something else. This creates a number of servings equal to the Scion’s Fertility Rank, and gives fantastic effects.
Firstly, if anyone who ingests some of this Divine food is Hero Tier, they immediately gain a Dot of Legend and the Eternal Youth Knack. Secondly, anyone who possesses Dots in a PsP may gain +6 successes on any activation roll for their PsP (Theoi add +3 successes to their Arete skills) until the end of the story. A Fertility God may only use this Boon once per Story, and anyone may only gain its benefit once per Story. Lastly, people who can wield this Boon tend to be prone to kidnapping, or the empowered food tends to be stolen, leading to those who wield this Boon to be kept under a close watch by their Pantheons.
BOUNDLESS LIFE ●●●●● ●●●●
Cost: 22 Legend and 4 Willpower per use
Dice Pool: None
Type: Miscellaneous
Be it in the Overworld, or on earth (or even the Underworld if they so wished.) the God or Goddess may unleash a wave of boundless and limitless life onto the area, permanently changing the environment to suit their desires. A forest of skyscraper sized oaks, harboring all things wild and dangerous, or a land fertile enough to feed an empire, or something even more fantastic, the choice is the Scion’s. While inside this area, the cost of Fertility Boons is reduced by 4 legend for the Deity who blessed the land. Additionally, it doubles the total number of Agrarian and Wilderness points the Scion may hold (if they took both Rank 5 Boons).
A Deity may only have one of these lands active at a time, though they may use the Boon multiple times to change the environment, they do not gain the reduced legend cost or the increased point pool unless they break their link to the original location by spending the activation cost of the Boon and waiting a week. Using this Boon, as it can drastically can change the environment, can cause political issues which the player should keep in mind. Growing a rainforest in the Fertile Crescent would provoke the wrath of the Anunna, for example.
FRUITFUL UNION ●●●●● ●●●●
Cost: 1 Legendary Deed
Dice Pool: None
Type: Miscellaneous
A theme sitting deep in the psyche of many ancient cultures, a marriage of two individuals (though sometimes it is just intercourse) to ensure the fertility of the land will continue. To perform this Ritual, the Scion must find someone of the opposite sex (or otherwise able to impregnate them, or be impregnated by the user) and begin a ritual of their choice. Be it a grand and marvelous Aztec wedding ceremony, or as simple and brute as The Morrigan dragging The Dagda off kicking and screaming into the darkness, the ritual must end in intercourse between the two. By doing this, the Scion gives every member of their Pantheon (save for Scions below Legend 9) a bonus. A child need not be conceived, but if the couple desires, or is at least willing to deal with a baby God or Goddess, this bonus is greatly intensified.
All members of the Pantheon gain the higher Legend of the couple as bonus dice to all rolls for a year, and they may all remove two dice on Virtue rolls to resist them (of the Pantheon’s four primary) when faced with a member of their Pantheon’s actions. If a child is conceived, and is born from this union (gestation taking only a week), these dice bonuses change to successes, though the two parents now have to deal with an infant God or Goddess, a colossal handful as any of the Pantheons would tell you. If this child dies during the year the bonus is in effect, the power inverts and becomes a curse, with all members of the Pantheon losing the bonus and suffering an identical die/success penalty on all rolls. In short: Don’t let the child die under any circumstance.
Because of the difficulty of Divine children, and the potential for doom, Pantheons don’t tend to encourage, or sometimes even allow, children to be conceived in these rituals. A Pantheon may only be affected by one of these blessings at a time, but may suffer any number of curses.
LIFE ETERNAL ●●●●● ●●●●●
Cost: None
Dice Pool: None
Type: Persistent
There is no end to life. The world dies in the Autumn, and in the Spring it returns, just as strong as it was before the death knell descended on the world. With this power, the Scion may echo this great pattern, but at a grave cost. At the moment of their death, the Fertility God counts up their unspent Agrarian points and Wilderness points. The effects of this boon are based upon whichever one is higher.
Agrarian: When a God with this Boon dies, they may chose to resurrect at the end of the scene in a beautiful blossom of wheat, grapes, or some other display of organized agriculture. Once they have used this boon, they must wait until the next Spring to benefit from it again (if it is currently Spring, they must wait the full cycle). Only powerful uses of Death, or similar high ranking powers that thematically counter spring can be used to prevent this fertile rebirth.
Wilderness: The young buck defeats his father, the old king of the forest. The King is dead, long live the King. Then the king’s son, a young buck, defeats his father, the king of the forest, and becomes king. The King is dead, long live the King. When a God with this Boon dies they do not simply return to life from the Underworld like their Agrarian siblings. Over the course of the scene they begin to possess one of their natural children, until the child's personality, Legend, and powers are overwhelmed by the Deity at the end of the scene. The God may have dodged their death, but it costs them the valuable resource of one of their own blood.
THE EDGE OF THE WORLD ●●●●● ●●●●●
Cost: 32 Legend and 4 Willpower
Dice Pool: Fertility + Occult (vs Reveal)
Type: Miscellaneous (Conceal)
Many of the great agrarian civilizations of the world have issues, to say the least, with wilderness. It is the end of the world, where law has no meaning, where the great works of humanity are weakened, if not useless, and roving bands of bandits or hungry animals live. A Wilderness Deity may activate this Boon while in a forested area, one more wilderness than civilization. This might be their sacred land created by Boundless Life (Fertility 9), a natural forest, a Titanrealm, or a forest in the middle of a Metropolis they just shrugged into existence moments ago, it does not matter. The effect is the same. An area 10 miles across for every (Fertility Boon) she possesses becomes a dark and foreboding place where civilization does not exist: the Teutoburg Forest that struck fear into the hearts of Rome herself, or the dense jungles of Vietnam that haunted the United States.
All Justice, Psychopomp, and Artistry Boons that are used inside the forest must overcome the activation roll of this Boon or fail: in The Forest there is no law, no forges, no judges, no roads. The Divine Kings hold no sway where their people do not roam, the great smiths’ tools break on gnarled tree trunks, and messengers are consumed by great beasts, or set upon by bandits. Furthermore, every Follower Birthright instantly becomes unbound from the being who it is connected to while inside The Woods. These entities become neutral, bordering on aggressive to all others, as the ties of civilization are broken down. Armies brought forth by War Gods, legions of the dead, lovers, and children lose their loyalty to those they are bound to in the eyes of Fate.
Even more concerning, to some, is the fact that the greatest technology wielded by the Pantheons, and humanity, utterly breaks down. Communication is destroyed. Every single action that is taken while inside the area of this Boon more than a few feet away, no matter how great or minor, is instantly concealed to everyone. Any attempts to discover anything that happened inside this area must overcome the successes on the activation roll of this boon (which counts as Conceal). The king died in a hunting accident, and none can prove otherwise.