HERE BE DRAGONS ●Cost: NoneDice Pool: None
Type: Persistent
You have a knack of avoiding pitfalls and ambushes because of how easily you can plot a way to escape. Once per session, you may gain +6 successes to avoid an unexpected attack, trap, or hazard as you have already sussed out the best way not to be in the path of danger.
OPEN SESAME ●
Cost: None
Dice Pool: None
Type Persistent
You have a tendency of poking into places where you’re not really allowed to be, but that doesn’t stop you. Once per session you gain +6 successes into furthering your attempt to go somewhere that you know you’re not allowed. This could be by bribing a guard, finding an alternate route, or lock picking a door.
FALSE FOOTSTEPS ●●
Cost: None
Dice Pool: Travel + Survival
Type: Activated
From slipping out of Rome to pick up a message in Ostia, to running through the uncharted wilderness being hunted by the unknown riders of The Wild Hunt, those who travel don’t always want to be discovered. Running through rivers, and covering tracks are the methods of mortality for this, but for the Divine, the young Scions traveling the land, this Boon is their tool.
When a Scion activates this Boon, all movements they make for the remainder of the day are veiled and hidden. All attempts to trace, track, or discover these movements that the Scion took during this day are opposed by the activation roll of this Boon, no matter the Scion’s personal skill, or lack of it, in hiding their movements. People forget exactly who they saw, or if they saw anyone at all. Tracks are hidden under falling leaves, or the Scion manages to step so lightly none are left.
Furthermore, by spending a point of Willpower, the Scion may cause anyone attempting to track them or discover their movements during this protected period who fails to overcome this Boon’s activation roll, to come to a false conclusion regarding their movements, chosen by the character. This could be that it was actually Odin traveling around, not the Scion, or that the Scion was heading in the opposite direction that the tracks lead.
PATHFINDING ●●
Cost: None
Dice Pool: None
Type Activated
The world is big, too big sometimes. Running from Marathon to Athens, marching an entire army through forests and swamps to attempt to cut off an invading force, or something as simple as attempting to reach a trading city to sell your wares before they begin to rot, are all examples of times where prayers may be mumbled to the patrons of travel. And, in their subtle ways, these journeys can be shortened.
A Scion may use this Boon either on themselves, or a group of people which includes themselves, with a limit of ten people per Travel Rank they possess. The beings blessed with this Boon become exceptionally lucky as they travel long distances, the length of time needed to reach their destination dividing by half their Travel Rank.
This Boon does not alter these being’s Speed, sheerly through good winds, fair weather, and other such luck do they reach their destination more quickly.
STRANGER IN A STRANGE LAND ●●
Cost: None
Dice Pool: Travel + Presence
Type Activated
Those who wander often find themselves surrounded by people with unfamiliar customs, and for mortals, this can often lead to being viewed with suspicion and disliked due to being an outsider.
However, a Scion is different, they are not normal, and the legends of Wandering Gods tugs on the minds of humanity. Be kind, the Gods are watching, and may be that weary looking figure at your doorstep. When a Scion is an outsider to a group, they may activate this Boon to receive this kindness etched into myths.
When a Scion activates this Boon, all minor social faux pas the Scion commits unwittingly they perform in the Scene are ignored with understanding smiles. Using the wrong utensils, keeping one’s shoes on inside a house, refusing food or drink, these minor failures are what this Boon protects against. Not murder, assault, or other dramatic acts.
Legendary Beings can resist this Boon however, if their MDV is higher than the activation roll. Acting minorly inappropriately in Buckingham Palace can be forgiven with ease, but in the grand court of Amaterasu is another matter.
WANDERER ●●●
Cost: None
Dice Pool: None or Travel + Larceny or Control or Athletics
Type Passive / Activated
The travelers, and wanderers of the Divine move without boundaries. Manannan can sail or ride over the most treacherous seas, Odin can ride through the darkest forest, and Hermes can slip in and out of the most well guarded homes. Young Scions who emulate these ramblers and travelers gain a similar skill, their paths always open.
A Scion who possesses this Boon finds themselves entirely capable of bypassing all mundane boundaries with little effort. Doors unlock as they reach for them, they can always manage to guide their ship through the most wild of seas, and walk over mountains with little difficulty. Mechanically, this means that a Scion may bypass all mundane doors and walls with little difficulty, and all mundane hazards that bar their path, such as storms of forests they automatically succeed at.
When faced with some form of Divine interference however, the storms over Lir’s sea, The Dark Forest, or trying to sneak into the temple of Athena on the Acropolis, the Scion has a more difficult time, not able to automatically succeed. Instead, the Scion may always roll Travel + Larceny (Or Control, or Athletics, on Storyteller’s discretion) to resist effects or avoid magical Hazards.
Taking this Boon causes a Scion to gain some physical mark of being a traveler. Worn clothes, and dirty feet are simple examples, but Hermes’ wide brimmed hat, or Odin’s heavy cloak are other examples.
ALL ROADS LEAD TO ROME ●●●
Cost: ???
Dice Pool: Psychopomp + Investigation
Type: Miscellaneous
No matter the person, the creature, or the object, everything that moves has an origin point and a destination, something which as a budding patron of Travel, a Scion can develop an innate sense for.
When using this Boon, a Scion may either chose to use the Boon on another individual, or object, or to use it on themselves, having the following effects.
Self: Using this Boon on one’s self is able to give the user a sense of one significant location along the path to their next destination for every two Successes, not working, of course, if the Scion has no intent to travel anywhere at the moment. While this seems limited in its function, being overwhelmed by something as simple as a map, this Boon will still function in fantastic locations, and can give warnings of supernatural hazards and disruptions along the way. For example, if Oedipus had used this Boon, he would have been aware that a Sphynx was guarding the path to Thebes, though not of the riddle, or the answer.
Other: Using this Boon on another being, or object, the Scion is able to sense if they, or the object, is currently on a journey, where it is going, and where it has come from. Furthermore, for every two Successes past that, the Scion can become aware of the route taken, or intended to be taken, in detail in the next or past two hours. Every two Successes able to be applied to either end of the journey they are observing. This Boon is not prophetic, however, and twists of fate can alter the path of a target, it only speaks of their intentions.
JOYRIDE ●●●
Cost: None
Dice Pool: Travel + Control
Type Activated
Many messengers, travelers, and wandering Gods have specific methods to their locomotion. Manannan on Embar or his sailless ship, Odin on Sleipnir, or Hermes running in his winged sandals. However, not all of these are perfect for all situations, for example, Hermes’ sandals not being of particular help when he must deliver a message to Poseidon in his undersea home. This Boon helps remedy that.
When a Scion uses this Boon, through simple luck, or convoluted circumstance, can find, and gain access to a form of transportation suited for their journey in the immediate. Standing in New York, a Scion could use this Boon to find someone willing to lend them a submarine (or one that the Scion can steal) when they need to reach the bottom of the Atlantic ocean.
Either way, the form of transportation must be thematically appropriate to the location, and is capable of transporting your entire Band and normally their Creature’s, comfortably. Additionally, the transportation must be mundane, no trying to borrow a Solar Chariot.
TRAILBLAZING ●●●●
Cost: None
Dice Pool: Travel + Control
Type Activated
All roads lead to Rome, but, sometimes, none of those roads are convenient. Too slow, too dangerous, the choices are many, each with their own benefits and drawbacks. However, with this Boon, a Scion may create a new path for themselves, and their fellows, choosing between the two simple options. They may chose a quick, but dangerous route, or a slow, but safe route.
Fast but Dangerous: The Scion may half the normal, fastest time it will take (using the same method of transportation as the Scion intends to) to reach their intended destination, but the path will be incredibly perilous, from as obvious a danger as skirting through an Underworld, to something as subtle as Circe’s island.
Slow but Safe: The Scion may double the normal, slowest time it will take (using the same method of transportation as the Scion intends to) to reach their intended destination, but the path will have no obstacles for themselves or their fellows, being utterly, and entirely peaceful, though the time lost taking the safe route may prove dangerous.
After using this Boon, the Scion becomes entirely set on this decision, unable to wane from this chosen path. If they do decide against using the path chosen and empowered with this Boon, the Scion immediately loses half of their total Legend pool.
MAP ●●●●
Cost: None
Dice Pool: None
Type Activated
A Demigod, blessed with knowledge of the paths of the world, may explain to another being just what they might face on their own travels. Normally, this is done through drawing a map for the other individual, however, sometimes it can be expressed orally, or through more esoteric methods.
A being blessed with this Boon is given access to Here Be Dragons until the next sunrise.
EVERYWHERE MAN ●●●●
Cost: None
Dice Pool: None
Type Activated
As a Scion grows, and practices their skills of travel and movement over, and over again, it becomes as simple as breathing, gaining an innate understanding, or skill at their own special brand of movement. Some move so quick they are a blur, some vanish like a Leprechaun when not being actively watched, and others have just learned of secret little paths they can take to move rapidly.
Mechanically, when a Scion activates this Boon, they may firstly add their Travel Automatic Successes to their Speed before any multiplicative effects. Secondly, they may move anywhere within their normal Dash speed no matter the obstacles in their way, with the only condition being a line of sight. So, with this, a Scion could vanish when Ares blinks as they’re about to be stabbed, appearing a block down the street and already running. This movement being unable to be interrupted by anyone.
When used in combat, as it is most often, a Scion may use this Boon to repeatedly escape being surrounded, or to attempt to flee and hide, moving from street, to rooftop, to skyscraper in a matter of twitches.
WHITE STAG ●●●●●
Cost: None
Dice Pool: Travel + Stealth or Survival
Type Activated
Some things, creatures, or beings, are almost impossible to catch, escaping in a blink, or always being a step ahead of its hunters. With this Boon, a Scion may take on such an aspect, becoming almost perfect in their capacity to escape those pursuing them.
When a Scion uses this Boon, the Scion is able to impose a penalty on all beings chasing, hunting, tracking, or otherwise attempting to follow them. Using this Boon causes all beings attempting to follow them to need to roll Perception + Survival immediately. If they fail to overcome the activation roll of this Boon, all attempts to follow the Scion take the difference in Successes as a Dice penalty to all attempts to follow.
ROOM FOR ONE MORE ●●●●●
Cost: None
Dice Pool: None
Type Activated
Not all who travel do so alone. The difficulty, however, is many of the tricks of traveling Deities are bound to the individual. With this Boon, however, the Scion may pay a partly sum to bring another being along with themselves and include them in the effect of the Boon. Furthermore, this Boon allows the Scion to bring other beings along with them when they use Boons from other purviews that allow them to move hither and fro.
The Boons that a Scion may enhance with this Boon are as follows. List Boons.
OVERHILL AND UNDERHILL ●●●●●
Cost: None
Dice Pool: None or Travel + Occult
Type Miscellaneous
The world is riddled with hidden places, secret islands, and hidden caves. Places that mortals have a hard time seeing, or entering, sometimes due to magics, and sometimes just because mortals desperately hope that such places don’t exist. A Demigod of wandering however, is different, and these places are not hidden to them.
A Scion who possesses this Boon finds themselves entirely aware of all Terra Incognita of their Pantheon, be this Tir na nOg off the west coast of Ireland, the Garden of the Hesperides, or hidden tombs in the Valley of the Kings, they are aware of their Pantheon’s instinctively. Furthermore, they have an innate capacity to enter their Pantheon’s with little difficulty, able to subtract their total number of Travel Boons from the difficulty of entering.
Other Pantheon’s Terra Incognita are slightly more difficult however. To locate a Terra Incognita from another Pantheon, the Scion may opt to roll their Travel + Occult to discover them, though they gain no reduced difficulty to enter as they do when it is from their own Pantheon.
NOBLE STEED ●●●●● ●
Cost: None
Dice Pool: Travel + Presence
Type Activated
The Sons of Tuireann borrowed Manannan’s ship, Medea, presumably, borrowed the dragon drawn chariot, and The Grey Wolf was convinced to carry the incompetent prince. These things are above and beyond the scope of Joyride (Travel 3), as they are both specific, and divine. By using this Boon, the Scion is able to request transport, or a vehicle from another being. If the activation role of this Boon overcomes the MDV of a target, they may request assistance, asking a creature like a dragon to carry them, or asking another being to lend the user their mount or vehicle.
A Scion’s request, or borrowed transport will be permitted for one day per Travel Rank, upon which the Scion must return a loaned transportation item, or spend the cost of this Boon every subsequent day. A being carrying the Scion will allow it until the destination is reached, whereupon the creature will leave.
HIDDEN WORLDS ●●●●● ●
Cost: None
Dice Pool: Travel + Occult or Larceny
Type Activated
When a fresh faced Demigod, the Scion gained the capacity to locate and enter Terra Incognita with ease. Now more powerful, many worlds past the Terra Incognita reveal themselves to the Scion. The entrances to Underworlds, Overworlds, Titanrealms, and other, stranger domains reveal themselves to Scions, and they may force their way into them, though, this may be a death wish in some cases.
Firstly, a Scion with this Boon becomes aware of all entrances to their Pantheon’s Underworld(s), and Overworld(s). Secondly, if they pass within one mile per Travel Rank of an entrance to a Titanrealm, an Underworld, or an Overworld, they become aware of its presence and location.
Secondly, if the Scion wishes to enter one of these locations, they must do so at one of the normal entrances if it is normally left open (Hades, Tir na nOg, the realm of Veles, Underhill). If the entrances are normally sealed (High Heaven, Mictlan, Irkalla), attempting to force their way in will require a roll. The difficulty to do so is 30 Successes, and any threshold Successes past this count towards attempting to slip in unnoticed from Guardian users, the rulers of Underworlds, and the like.
It should be noted that breaking into some places is easier than breaking out (Irkalla), and just entering sometimes is a grave offence (a Demigod forcing their way into Olympus) which may cause substantial problems for a Band.
If a Storyteller doesn’t know if a specific location is normally sealed, or left open, or if there is no record of it either way, it is up to the Storyteller to decide through context, or whatever makes sense for their story.
FOLLOW THE LEADER ●●●●● ●●
Cost: None
Dice Pool: Travel + Stealth
Type Reflexive
Giving chase is as much a power of this Purview as evading others. Chasing after others from one corner of the world to the next is difficult, however, in the world of the Divine as there are many spectacular ways of moving to and fro at the hands of the Gods, Goddesses, and their Scions.
However, with this Boon, a Demigod on the edge of their Apotheosis may, with quick thinking, follow hot on the heels of another being riding off in a Solar Chariot, or slipping into an Underworld.
When another being uses a transportation Boon, the Scion may reflexively use this Boon to follow after them. Grabbing onto a part of a Solar or Lunar vehicle as it sails off, or slipping so closely to a Death Goddess returning to her realm that they can follow along in their shadow. This Boon may only be resisted by another being who possesses equal or greater Ranks in Travel, and in which case, there is a contested Travel + Athletics or Control (whichever is most applicable) roll. If the target does not possess equal or greater Ranks of Travel, instead, the user of this Boon rolls Travel + Stealth to follow after unseen, contested through either Perception or the Purview being used to transport themselves + Awareness on the part of their target.
A Scion using this Boon has no way of knowing the destination of their target, only knowing that they are leaving somehow.
The Boons this may be used to follow after are List.
DAEDALUS’ LEGACY ●●●●● ●●
Cost: None
Dice Pool: Travel + Survival
Type Activated
The trail is dangerous, through treacherous wolf filled woods, valleys filled with the laughter of fey, oceans tossed by wrathful Gods, commonality to Scions, no path is easy. Getting lost is seldom a danger for modern Scions, armed with GPS, skilled mathematics, maps, and the like, only risking it when wandering into the unmapped and confusing lands of Gods and monsters.
But, just as the blessing of a traveling God can speed, or help others on their way, the ireful curse of the same can leave someone terribly lost. No matter where the target is, they will find themselves, the next time they pass through a gateway or over a boundary of some sort, they find themselves trapped in a confusing labyrinth. A city becomes muddled in the mind of a target, all streets looking similar and melding together. A forest confuses, with the target walking in ceaseless circles. A highway turns and leads to the traveler driving ceaselessly, turning around and trying again each time they near an exit, believing the way out must be somewhere behind them.
This Boon is unable to be resisted, but, the degree to which it confuses and traps a target in a confusing labyrinth of their own environment is left to a contested roll. With either a Intelligence + Survival or a Travel + Survival roll, opposed to the activation roll of this Boon, a Legendary Being is capable of mitigating the effect of this Boon (mortals trapped helplessly forever). Overcoming the activation roll of this Boon results in the being wandering confused for less than a minute until they find themselves again. If failed, the target will be totally confused and will be lost for one day per threshold Success multiplied by the user’s Travel Rank.
If a being confused by this Boon is transported, they will always continue to wander confused for the duration, no matter where they are moved from. The target furthermore is entirely in control of their mental faculties, and may interact with other beings while affected, but will inevitably become lost and confused once again.
OLD TRAVELER ●●●●● ●●
Cost: None
Dice Pool: None
Type Passive
At the cusp of their Apotheosis, a Scion’s experience wandering, and using their powers within this Purview allows greater versatility in the earliest expressions their mastery of travel.
???:
???:
???:
???:
FARWALKER ●●●●● ●●●
Cost: None
Dice Pool: None
Type Passive
Gods of the Dead, Solar Goddesses, Earth Mothers, Sky Fathers, many of the Divine beings of the world possess capacities to move to and fro through the world. Now a God in their own right however, a new Deity of Travel can’t be matched in their speed in their other areas of influence.
List all the Movement Boons with speed or other alterations.
RAINBOW BRIDGE / HIDDEN PATHS ●●●●● ●●●
Cost: None
Dice Pool: None
Type Activated
When the Divine move, nothing can stand in their way, although, the idea of outright teleportation is drastically alien to many Pantheons, the closest being the Rainbow Bridge of the Aesir. Instead, the Gods and Goddesses of Travel move through countless hidden paths. Rotten segments of bark allow a new Goddess of the Bogovi to descend the great tree quickly, sliding into hidden passages of animals. Hermes wanders, whistling, and slipping between two rocks wander into Hades at a whim.
Using this Boon, the new Deity may chose a destination, be it a Titanrealm, an Overworld, a Terra Incognita, an Underworld, or the simple earth to travel to. In the case of everything save for some specific Underworlds (Mitchlan) and all Titanrealms, the user of this Boon can chose specific destinations, such as the throne room of the Theoi, or the Coffee shop by the Great Wall.
The time it takes to travel this way is almost instant, but not quite. Despite not being instantaneous travel, it should never be held against a player. If instantaneous travel would be sufficient, the user of this Boon always arrives just in time.
I CLAIM THIS LAND ●●●●● ●●●●
Cost: None
Dice Pool: None
Type Activated
Despite the sheer number of Pantheons, and legends, there are always new places, Fate preferring this than to a stagnant reality. New, uncharted islands, hidden valleys, and such things. The wanderers, and travelers are the ones who tend to know of these places, having passed them by on their numerous movements.
With this Boon, one of the traveling Deities can claim somewhere as their own, or for their Pantheon. Binding the place as a new Terra Incognita of their Pantheon. When doing this, they must chose how someone gains entry, and how they leave. The player and the Storyteller should also discuss if there are any special features of this new Terra Incognita, such as a well of youth, if it is filled with talking animals, or something else. While the features of a newly discovered Terra Incognita can be wondrous, it is the Storyteller’s role to keep these effects balanced. A good guideline would to look at Hero level Boons and Knacks for example powers.
SEALED STAIR ●●●●● ●●●●
Cost: None
Dice Pool: Travel + Occult
Type Activated
While a God or Goddess of Travel can go where they please at a whim, others don’t have this great skill, and always relying on one of the Deities who can to ferry one back and forth is not always seen as the most effective use of time. Due to this, there exist gateways to various Underworlds, Terra Incognita, and Overworlds that the less travel inclined Deities can use to enter and exit these places. A Deity who possesses this Boon gains power over these passageways, to change them, to close them, or to make a new one.
Change: By overcoming the initial roll used to create the passage, be it through this Boon, through Artistry, or other methods, the Deity has free range to control, and alter anything about it they wish. They may move the entrance, change the method of entry, or strip, or impose upon it different rules of operation upon it.
Seal: By overcoming the initial roll used to create the passage, be it through this Boon, through Artistry, or other methods, the Deity can destroy the passage. Be it a mountain pass, sailing West, or climbing a mountain, the entry to the local is now rendered inert and ineffective.
New: The Deity may make an entirely new entrance to an Overworld, Underworld, or Terra Incognita, and give it whatever rules, and allowances they wish.
Using this Boon freely, and with abandon may cause the Scion to face political issues, such as opening a new entrance to Olympus without the warrant of Zeus. Additionally, this Boon can’t alter a passageway created through the use of an Avatar, Avatars must be matched with the like.
CO-LOCATION ●●●●● ●●●●●
Cost: None
Dice Pool: None
Type Passive
Being everywhere at once, true Omnipresence, is exceptionally difficult, and the realm of Avatars and Ultimates. But, the most powerful Gods and Goddesses of travel and destinations have a close second. They can possess multiple selves, which may all be active at the same time, traveling, running messages, answering prayers, or anything the Deity wills.
A Deity with this Boon may possess up to ten alternative selves, with the Deity equally aware of each, and suffering no drawback for this. They all are equally the Deity, and may exist in the same Scene, or not, whichever the Deity prefers.
These copies all use the same pools of resources, legend, Virtues, and the like. They may all gain benefits from Guides, through Creatures and Relics must be managed between the different bodies. Fake Relics can be easily cobbled together for appearances however. Health is the exception to this rule, and each individual copy possesses its own Health track.
This Boon does possess a drawback however. If one of the Deity’s forms is killed, the Deity immediately drops by one Dot of Legend for the remainder of the Story. This drawback is cumulative, and a second death will result in a second drop in Legend, potentially leaving the single remaining copy with three Legend for the rest of the Story.
At the beginning of each story, the player decides how many Co-Locations they have active, and only at these points may withdraw, or create new bodies for themselves.
KEYS TO THE WORLD ●●●●● ●●●●●
Cost: None
Dice Pool: Travel + ???
Type Miscellaneous
Total, and utter dominion over travel has two sides, just as the Deity can travel and assist others, they may also deny others their destination. Selecting a group of beings, up to ten times the user’s Travel Rank, or a single being, the user of this Boon must overcome the highest MDV present. If Successful, the target, or targets become hopelessly lost, unable to reach their destination (if they currently have one) or the next destination they have (something as simple as walking down the street would apply).
Any being below Legend Eight is eternally doomed to be eternally unable to find the location through complex twists of Fate, or terrible memory. Not eternally doomed to search for it, but just entirely, and eternally incapable of reaching the location. This can cause strange effects in some cases, such as leaving someone eternally unable to find their way to their Underworld. No form of assistance can help the target(s) of this Boon unless it is able to overcome the initial roll used to curse them with this Boon.
Any being above Legend Eight, however, has a better chance of resisting this Boon. Instead of being eternally doomed to never again find the location. For one week per Threshold Success, they are incapable of finding their destination instead, and every time this lapses, the user can reflexively reuse this Boon on the targets if they have the will and resources. Again, the beings are not forced to search, but may never actually find the location.