Water

The water purview focuses upon a Scion's mastery over the waves and currents of the world's watery landscape from small ponds to the vast oceans. A Scion may choose to develop a fate that allows him to be stronger in either Fresh or Salt water, but there is no distinction in the actual purview itself.

  • Everyone moves at half their normal speed while in the water.

  • Everyone suffers from a -5 success penalty to any physical rolls while in the water; this penalty is lessened by one success for each dot of Athletics you have.

Water One

WATER BREATHING

Cost: None

Dice Pool: None

Type: Persistent

The ancient oceans and rivers of the world refuse to harm the Scion with this boon. She may effortlessly breathe both air and water with no fear of drowning, and will not be crushed by natural pressure no matter how deeply she dives. She gains +6 successes to resist any damage that might be inflicted upon her by water hazards or water boons.

WATER DOWSING

Cost: 1 Legend per use

Dice Pool: None

Type: Miscellaneous

The Scion with this boon has a deep connection to the flow of water in the world, and may pause to sense all bodies of water within one mile per (Water Boon). She instantly knows if she has found fresh or salt water, and may visualize the size and shape of the body of water as if she were looking at a map.

Water Two

CREATIVE FLOW ●●

Cost: None

Dice Pool: None

Type: Persistent

Water often leads people to hope and dream, whether they are sitting upon the beach or imagining a pleasant river. Anyone close to the Scion who uses this boon is inspired by your presence; they gain +2 successes on any Art or Empathy rolls they make.

SIREN SONG ●●

Cost: 1 Legend per use

Dice Pool: Water + Art (vs MDV)

Type: Miscellaneous

Many a sailor has said that the lure of the ocean is strong, and nothing could be more true in the tale of the Siren. The Scion may entice a sentient target with sounds of the ocean so artfully orchestrated as to practically be music. Those who fail to resist will make every effort to reach the Scion, using whatever method seems most reasonable to them at the time.

WATER CONTROL ●●

Cost: None

Dice Pool: None

Type: Persistent

Water has begun to obey the will of the Scion when she beckons. She may command 5 Cubic Yards of water per (Water Boon) to move however she wishes. She could change the course of small rivers, make it rise up and dance like a snake, or push around objects that weigh up to 20lbs. This boon may be contested with a mutual (Water + Athletics) roll by others who use their own Water Control, Water Mastery, or Tsunami.

Water Three

LIQUID ESSENCE ●●●

Cost: None

Dice Pool: None

Type: Persistent

The Scion has embraced the ability of water to flow around or wear down any obstacle. She gains +2 successes to her Athletic and Fortitude, and can move through water at her full speed. She also gains an undeniably water based change to her true appearance such as shimmering skin, seaweed hair, or barnacles. At Legend 9 this bonus increases to +4 successes.

MURMURING BROOK ●●●

Cost: 1 Legend per use

Dice Pool: Water + Awareness

Type: Miscellaneous

Water is known to carry sound great distances, and the Scion with this boon knows that to be the truth. She must stand within or beside a body to water to activate this boon, and then may hear any sound that happens within or beside that body of water for up to one mile per (Water Boon). This boon lasts for one minute per success on the activation roll.

NEREID ●●●

Cost: 1 Willpower per use

Dice Pool: Water + Command

Type: Miscellaneous

You may summon forth the nereid from lapping and laughing waves. Nereid possess the Water Breathing and Water Control boons, and they may be asked to perform simple tasks such as swimming, cleaning, or fishing until sunset. You may ask them to perform more complex tasks, but they must be paid with either a piece of jewelry created by someone with at least Art 3 or the promise of future aid. For every three successes you gain on your activation roll, you may choose to either summon an additional nereid or add one day to the time that they will remain to serve you.

Water Four

CHANGING STATES ●●●●

Cost: 3 Legend per scene

Dice Pool: None

Type: Miscellaneous

The Scion has gained mastery over the different states that water may become. For the rest of the scene, she may reflexively transform any water she is influencing with Water Control, Water Mastery, or Tsunami between ice, water, and steam. Ice is difficult to break and transforms bashing damage done by water boons into lethal damage. Steam is easy for everyone to move through, but dramatically reduces the range of your senses.

CREATE WATER ●●●●

Cost: 3 Legend per scene

Dice Pool: None

Type: Reflexive

You may summon forth water from the Drowned Road in vast amounts. You must first choose between fresh and salt water, and gain the ability to spend a miscellaneous action to create 1 Cubic Yard of mundane water per (Water Boon). You may spend as many actions as you wish creating water, and this benefit lasts until the end of the scene.

MERMAID'S KISS ●●●●

Cost: 1 Legend per person

Dice Pool: None

Type: Miscellaneous

The Scion may ask the ancient oceans and rivers to extend their protection to others, keeping them safe from drowning or the crushing depths. For each point of legend you spend, you may grant one target the benefits of Water Breathing for one week.

Water Five

DEEP CENSUS ●●●●●

Cost: 4 Legend, and 2 Willpower per use

Dice Pool: Water + Occult

Type: Miscellaneous

The deep lakes and oceans of the world hold many mysteries, and the Scion may discover them with time. She may ask one question per (Water Boon) about what lies within or at the bottom of a body of water. The activation roll may be contested by supernatural effects that hide information.

PURIFY WATER ●●●●●

Cost: 4 Legend per use

Dice Pool: Water + Art

Type: Miscellaneous

The Scion may transforms vast amounts of liquid into unpolluted and usable water. She transforms one square mile of liquid per success she gains on the activation roll into natural fresh or salt water. Living creatures cannot be directly affected by this boon.

SUNKEN CACHE ●●●●●

Cost: 2 Willpower per use

Dice Pool: Water + Athletics

Type: Miscellaneous

As long as the Scion knows where something lies within or at the bottom of a body of water, she may raise it up from the depths and bring it to herself. She must spend ten minutes focusing upon an inanimate object, and during this time it rises up and travels through the water to the Scion. She must be no further than ten miles per (Water Boon), and her activation roll replaces her (Strength + Athletics) to determine how much this boon may lift.

Water Six

WATER MASTERY ●●●●● ●

Cost: 4 Legend, and 2 Willpower per scene

Dice Pool: Water + Athletics

Type: Miscellaneous

Water now answers the call of the Scion swiftly, and without hesitation. For the rest of the scene, she may command 5 Cubic Yards of water per (Water Boon) to move however she wishes. Her activation roll replaces her (Strength + Athletics) to determine how much this boon may lift, and at any point during the scene she may spend a miscellaneous action to roll (Water + Brawl) and smash someone with water to inflict bashing damage. This activation roll may be contested by others who use their own Water Control, Water Mastery, or Tsunami.

WATERBORN SPIRIT ●●●●● ●

Cost: 5 Legend, and 1 Willpower per use

Dice Pool: Water + Command

Type: Miscellaneous

The Scion may summon the waters to rise forth into the shape of a towering water elemental of enormous strength and endurance, which obeys her commands to the best of its ability. This elemental possesses the Water Breathing, Water Control, Create Water, and Changing States boons which it may use for free. The elemental has dice pools equal to twice her (Water Boons), and Epic Strength and Epic Stamina at the maximum allowed by its permanent legend. The elemental has one dot of permanent legend for every 6 successes the Scion gains on her activation roll, up to a maximum of 8. At the end of the scene, the elemental returns to the water whence it came.

Water Seven

DROWN ●●●●● ●●

Cost: 4 Legend per use

Dice Pool: Water + Occult (vs Soak DV)

Type: Miscellaneous

The Scion's connection to the vast oceans or endless winding rivers has grown powerful enough that she may conjure the waters of the Drowned Road directly into the lungs of a single living creature within her line of sight. This attack deals lethal damage, and leaves behind a bloated or ruptured corpse if the damage is enough to kill.

MAELSTROM ●●●●● ●●

Cost: 5 Legend per use

Dice Pool: None

Type: Miscellaneous

So masterful is the command of the Scion over the flow of water that she may intensify the effects of boons she has become familiar with. This boon must be activated as part of a multiple action with certain water boons, and enhances those boons in the following ways:

Siren Song: The target is so enraptured that they will now risk tremendous harm, trying to reach you without any regard for how lethal their actions might be.

Murmuring Brook: You may direct water boon attacks against anyone within or beside the body of water for the duration of Murmuring Brook

Changing States: Any water that is influenced by changing states retains its state in defiance of physics for one month after the scene has ended

Sunken Cache: Any inanimate object she is capable of lifting with this boon may instead be sunk into the sightless depths. The activation roll of Sunken Cache may be contested by supernatural effects that discover information.

Water Eight

GULF STREAM ●●●●● ●●●

Cost: 2 Legend per person

Dice Pool: Water + Athletics

Type: Miscellaneous

The gulf streams move water around the world at incredible speeds, and gods with this boon may create them at a whim. She must begin her journey in a body of water, and clearly state a destination that can be reached without leaving the water. Every willing person that she chooses to bring along is then roughly pushed at breakneck speeds of 40 miles per hour for every success gained on the activation roll.

LIQUID FORM ●●●●● ●●●

Cost: 8 Legend, and 2 Willpower per scene

Dice Pool: None

Type: Miscellaneous (Body)

The god may completely transform her body into her choice of fresh or salt water. This allows her to become incredibly resistant to almost any damage as even the most powerful hits just splash her around. She adds her (Water Boons) to her Dodge and Soak DV, and gains +6 successes to any Stealth checks while hiding within or at the bottom of a body of water. She may only use one Body type boon at a time.

Water Nine

ENCHANTED WATER ●●●●● ●●●●

Cost: 1 Legendary Deed

Dice Pool: None

Type: Miscellaneous

The legends of enchanted lakes, rivers and wells appear in almost every culture, and the god has learned the fine art of blessing her own with primordial power. She must spend an entire day focusing upon an area of water no more than a mile wide. She may activate any boon between Purview 1 and Purview 7 and pay the appropriate cost. This imbues the water with the benefits or consequences of that boon, and anyone who drinks it experiences these effects at the same potency. The enchanted water may be used a number of times equal to one third her (Water Boons) before it once again becomes ordinary water.

SUNKEN REALM ●●●●● ●●●●

Cost: 20 Legend, and 4 Willpower per use

Dice Pool: Water + Brawl (vs DV)

Type: Miscellaneous

Divine beings often lay claim to entire rivers or stretches of ocean as their home. The god with this boon may establish a watery domain that stretches ten miles for every (Water Boon) she possesses. When she activates this boon, she must decide if the currents merely push away intruders, or drag them down into the depths to be crushed. Nobody may enter her domain without suffering an attack equal to the activation roll. If she chooses to push away intruders then it may be subtle enough that a ship never knows it actually sailed around the sunken realm. If she chooses to crush them, then every minute they take bashing damage equal to her threshold successes against their DV. This boon lasts until she activates it again.

Water Ten

ODYSSEY ●●●●● ●●●●●

Cost: 18 Legend, and 2 Willpower per use

Dice Pool: Water + Occult (vs MDV)

Type: Miscellaneous

The fear of spending years lost at sea, or sinking into the depths of the ocean runs strong in every man, woman, and child. The god may banish someone to a realm of eternal and endless water. She may choose to make them drift upon the surface with no hope of finding their way back, or be lost to the lightless depths where they may eventually drown. For every success she gains the activation roll, this boon curses a Hero for one year, a Demigod for one day, and a God for one hour. At the end of the effect, the victim coincidentally finds their way back close to the same place they were first cursed.

TSUNAMI ●●●●● ●●●●●

Cost: 24 Legend, and 4 Willpower per scene

Dice Pool: Water + Athletics

Type: Miscellaneous

Water now answers the call of the god for as far as she can see, instantly responding to her every whim. For the rest of the scene, the god may command all water within one mile per (Water Boon) to do almost anything she desires with significant force. Her activation roll replaces her (Strength + Athletics) to determine how much this boon may lift, and at any point during the scene she may spend a miscellaneous action and roll (Water + Brawl) to smash everyone in a wide arc with titanic waves that inflict bashing damage. This activation roll may be contested by others who use their own Water Control, Water Mastery, or Tsunami.

Ultimate Water

THE FLOOD

Cost: 30 Legend per use

Dice PooL: None

Type: Miscellaneous

A personification of the oceans or the rivers, the god becomes an endless flood of water that threatens to drown everything for hundreds of miles. She may rewrite the face of her world however she desires, from creating new rivers that stretch from horizon to horizon, to draining the seas back into the primordial depths where all water comes from. Great waves can shatter her foes beneath their might, and she may erode away centuries of earth and stone. She gains narrative control over the scene unless another god activates their own ultimate in response. She may only use one Body type boon at a time.

Purviews