Purviews

Legendary characters often develop one or more Purviews as their legends grow. Each Purview grants a Boon and permissions for one or more Powers. Additionally, using Legend for narrative effect is more powerful when you have a Purview thematically linked to what you are attempting.

You may have up to your Legend total in Purviews. However, Purviews are unlocked based on your deeds, and it’s possible that your Legend will grow larger than your number of Purviews. If you have more Legend than Purviews, you may spend the excess to purchase generic boons (Birthrights) from your Pantheon (Creatures, Followers, Guides, and Relics).

Universal Purviews

Artistry

  • Boon: You can place a message into your art. Anyone you intend to understand it, upon experiencing the art, gets the message, transcending language barriers.
  • Power Permissions: Illusion, Light/Darkness, Sound/Silence

Beasts

  • Boon: Natural animals will never harm you if you do not attack them, unless compelled by someone with equal or greater Legend than your own. Imbue one Legend into an animal to speak with it.
  • Power Permissions: Beast Friend, Darksight, Shape Change

Beauty

  • Boon: You may imbue a point of Legend to alter a target’s beauty up or down one position in the scale: Impossibly Ugly, Ugly (Major) hindrance, Ugly (Minor) hindrance, Normal beauty, Attractive edge, Very Attractive edge, Impossibly Attractive. You can alter your own appearance in this way. Targets at either end of the scale will inspire violence in almost anyone that sees them undisguised (either from disgust or possessiveness). This change persists until the Legend is no longer imbued. You may spend Legend to make the change permanent.
  • Power Permissions: Blind, Confusion, Disguise

Chaos

  • Boon: You are never harmed by area effects or disasters that don’t target you specifically. You’re ignored by explosions and burst fire, overlooked by reigns of terror, never suffer accidents or acts of nature if there’s any chance you’ll go unscathed, and don’t even get wet in the rain.
  • Power Permissions: Confusion, Deflection, Havoc

Darkness

  • Boon: You can watch the dreams of any target that you can see. Imbue a point of Legend to craft a dream for someone you know well enough to provide a unique description. You can pass a message in this dream, and attempt to use social skills to persuade or terrify the target.
  • Power Permissions: Darksight, Light/Darkness, Slumber

Death

  • Boon: You can see and communicate with the dead and undead (even if normally unintelligent or incomprehensible) and you can perceive entrances to the underworld. Unless you attack them, the dead and undead will never attack you unless specifically compelled by their master.
  • Power Permissions: Banish, Divination, Zombie

Deception

  • Boon: All Notice or other investigation rolls against you (to track you, tell if you’re lying, penetrate your disguises, etc.) must get a Raise to be truly successful. A normal success imparts whatever false information you want your pursuers to know.
  • Power Permissions: Illusion, Invisibility, Mind Wipe

Earth

  • Boon: When you are standing on the ground (including the bottom floor of a building), you gain +2 armor and cannot be forcibly moved from your position by anyone with Legend equal to or lower than yours.
  • Power Permissions: Barrier, Burrow, Elemental Manipulation (Earth only)

Epic Agility

  • Boon: You may run indefinitely outside of combat (as if you had infinite Vigor). You may imbue a point of Legend to add +2 to all your rolls in any kind of Chase.
  • Power Permissions: Bolt (physical thrown object), Sloth/Speed, Wall Walker

Epic Strength

  • Boon: Triple your encumbrance limits and add +4 to all results when Breaking Things, Grappling, and Pushing. Imbue a point of Legend into yourself to ignore limits that would cause you to automatically fail when exerting your strength against larger targets.
  • Power Permissions: Burst (physical smash), Havoc (cone only), Smite

Epic Vigor

  • Boon: You are immune to poison and disease unless inflicted from a source with a higher Legend than your own. You can spend a point of Momentum as a Bennie to recover from Shaken and for Soak Rolls.
  • Power Permissions: Environmental Protection, Protection, Relief

Fertility

  • Boon: Imbue one or more points of Legend into a piece of land or a family (points based on size and whether its is supernatural) to bless or blight its fertility. If blessed, the plants and beasts on the land/members of the family resist disease and poisons (gaining +2 to tests, if required), never have complications with producing offspring, and grow hale and healthy. If blighted, nothing can grow on the land/the family members all become infertile. This lasts while the Legend is imbued, or for a century if the points are spent. A blessing can reverse a blight and vice versa.
  • Power Permissions: Entangle, Healing, Relief

Fire

  • Boon: You (and your worn/held possessions) are immune to fire damage, can breathe through smoke inhalation, and are not inconvenienced by temperature extremes (even in the hottest or coldest parts of the world).
  • Power Permissions: Blast, Damage Field, Elemental Manipulation (Fire only)

Forge

  • Boon: Imbue one or more points of Legend into an item you have crafted to make it a relic (power based on number of points imbued). Spend the points to make the relic permanent. Imbue a point of Legend for a duration of a crafting project to make that item one step better than normal items of its kind (and you may carry this imbued point directly into the item once it is completed to make in a relic, as described above).
  • Power Permissions: Barrier, Protection, Smite

Fortune

  • Boon: You can detect the fate bindings of anyone you interact with (and recognize the other half of connected bindings if you later meet them). Imbue one Legend to pull on one of your fate bindings or a binding of another who stays within close proximity of you. If the binding is another character, that character will be drawn to your proximity as quickly as is possible to have it seem coincidental. If that binding is a situation that the subject is known for, that situation will happen again as soon as it seems like a reasonable coincidence.
  • Power Permissions: Boost/Lower Trait, Deflection, Divination

Frost

  • Boon: You never suffer movement complications from walking over water in any state (you have perfect purchase on ice, and can flash-freeze water and even clouds long enough to support you). Imbue a point of Legend into an encounter to move the Reaction one step toward Neutral (cooling both hatred and love). While this point is imbued, the situation can be further modified toward Neutral, but not toward either extreme end.
  • Power Permissions: Bolt (ice), Environmental Protection, Sloth/Speed

Health

  • Boon: When you successfully heal a subject, gain Momentum. You are immune to poison and disease.
  • Power Permissions: Healing, Relief, Resurrection

Journeys

  • Boon: You always know exact directions, and the direction and distance toward the closest mythic landmark. While at a mythic landmark, you learn the direction and distance to the nearest three other such landmarks, and can mark one as your new heading. You can sense nearby gates and Axis Mundi and where they go. Imbue a point of Legend into a journey and you, your companions, and your vehicle ignore minor terrain difficulties and gain +2 to overcome significant obstacles while you maintain the imbuement (or until you complete the journey).
  • Power Permissions: Banish, Sloth/Speed, Teleport

Moon

  • Boon: You can automatically sense when a subject in your immediate proximity is a shapeshifter, and imbue one Legend and engage in a contested Spirit challenge to force it to change into the form you desire. When you are under the sky, gain a +1 to all rolls if the moon is more full than a crescent and +2 to all rolls if it is within two days of being full.
  • Power Permissions: Disguise, Invisibility, Light/Darkness

Order

  • Boon: You can automatically tell whether an action you consider or witness would be legal or illegal based on the laws of the location where you are. Mortal law enforcement officers are physically incapable of taking action against you if you have broken no laws, even if they are corrupt or misguided (imbue a point of Legend to have this protection extend to an ally you know is in danger from the law). If you imbue one point of Legend into a criminal, conversely, mortal law enforcement gains +2 to all rolls involving bringing that target to justice (from investigation, to pursuit, to the courtroom).
  • Power Permissions: Banish, Boost/Lower Trait, Mind Reading

Passion

  • Boon: Imbue a point of Legend into a subject you can see (or to whom you have a sympathetic connection) to create a strong emotion of your choice in that subject (you can also define the object of the emotion). The target can try to act rationally, but gains a -2 to all rolls that are not in line with fulfilling the emotion. This requires additional imbued Legend equal to the target’s Legend total for legendary targets. Spend a point of Legend to transform a long-lasting emotion (e.g., love or hate), if consummated, into a permanent, natural feeling.
  • Power Permissions: Empathy, Relief, Warrior’s Gift

Prosperity

  • Boon: Anyone you bribe/gift with an appropriate offering automatically starts one step of Reaction better disposed to you. Imbue a point of Legend into an object to make it extremely attractive to all potential owners: it will sell or auction for slightly more than the highest possible amount anyone would expect based on its appraised qualities.
  • Power Permissions: Boost/Lower Trait, Divination, Object Reading

Sky

  • Boon: You have perfect knowledge of the nearby weather for at least a day in advance, and never suffer any kind of complications from weather. Imbue one Legend to make your voice carry like thunder.
  • Power Permissions: Bolt (lightning), Elemental Manipulation (Air only), Fly

Stars

  • Boon: You can see by starlight as if it were bright sunlight. Imbue a point of Legend into a subject of which you are aware (you know them, have a good description, or they are the subject of a prophecy of which you’re aware). Designate that you want them to come to you, or to a location of your choice. Signs and portents will lead them unerringly toward the point you have chosen, and you can always tell whether they’ve begun their journey and how far along the trip they are.
  • Power Permissions: Divination, Farsight, Teleport

Sun

  • Boon: You can choose to glow with the light of the sun, dispelling darkness and damaging those harmed by such energy. Imbue Legend to overcome even mythically-powered darkness. Opponents that need to see have +2 difficulty to all attacks against you while you glow with the sun’s light. Imbue one Legend (whether or not you are glowing) to inspire all that can see you with hope: they automatically ignore mortal negative emotions, and gain +4 to resist supernatural effects that create these emotions (e.g., Fear).
  • Power Permissions: Blind, Mind Reading, Resurrection

War

  • Boon: Roll a second Wild Die for your Battle and Morale rolls when you lead a mass combat. Imbue one or more points of Legend to grant an equivalent number of Force Tokens to a mass combat you can see (must add to your side if you are participating, but you can choose either side if you are only observing). These points remain imbued until the battle is decided.
  • Power Permissions: Mind Link, Summon Ally, Warrior’s Gift

Water

  • Boon: Water acts as you desire within your close proximity: it will miss you if you do not want to be splashed/rained on, stays calm or moves out of the way when you need it to, and can push you at your full movement speed in a boat or when swimming. Imbue one Legend to calm or roil all the water within around a hundred yards of you (and you can selectively help allies and hinder foes you can see).
  • Power Permissions: Elemental Manipulation (Water only), Environmental Protection, Healing

Wild

  • Boon: When in the wilderness, you ignore plant-based travel difficulties, hazards, and obstacles. You gain +2 to Survival and Stealth rolls in the wilderness. Imbue a point of Legend into an area to enhance the wild nature of all mortals within: they take a -2 penalty to rolls involving reason and technology (including using firearms) but gain a +2 to Athletics, Fighting, Intimidation, Survival, and rolls to recover from Shaken.
  • Power Permissions: Beast Friend, Damage Field (thorns or pests), Entangle

Pantheon Purviews

Aesir (Wyrd)

  • Boon: You gain one Momentum whenever you encounter narrative difficulties that mirror your fate, or willingly take an action that advances your doom. Imbue one Legend into a subject for whom you can perform a seidr reading to bring fate to bear as a blessing or a curse. As a blessing, the subject gains +2 to rolls that advance the fate you’ve outlined. As a curse, the subject takes a -2 penalty to rolls that attempt to resist the fate you’ve outlined.
  • Power Permissions: Arcane Protection, Detect/Conceal Arcana, Divination

Netjer (Heku)

  • Boon: If you know a target’s true name, roll an additional Wild Die for all attempts to investigate or otherwise gain information about that target, as well as to Power uses upon the target. For mortals, the true name is usually the full given name, but may be much more obscure and require work to uncover for Legendary beings or mortals who understand the occult.
  • Power Permissions: Drain Power Points, Resurrection, Zombie

Teotl (Nextlahualli)

  • Boon: You gain a point of Momentum whenever you complete a Sacrifice to regain Legend, whenever you take a Wound, and whenever you deal a Wound to a target with a slashing weapon. Any session in which you have made a Sacrifice to regain Legend, you also do not need to eat, drink, or breathe for the remainder of the session.
  • Power Permissions: Drain Power Points, Fear, Zombie

Theoi (Metamorphosis)

  • Boon: Trivial characters automatically fail to see through any of your Power-based or mundane disguises, and all other characters suffer a -2 penalty to penetrate either type of disguise. Your Disguise Power can alter you to a different humanoid (or near-humanoid) species. The Range of Shape Change changes to Smarts for you (instead of Self). You can imbue a point of Legend into a use of the Disguise, Growth/Shrink, or Shape Change to make the Duration last while you keep the point imbued. If the subject is deserving, spend a point of Legend to make the change permanent.
  • Power Permissions: Disguise, Growth/Shrink, Shape Change

Tuatha (Geasa)

  • Boon: You can willingly take on one or more geasa, and gain Momentum every time a geis inconveniences you to follow. If you break a geis, it ends and all your Legend is spent (ending any you have imbued). Mortals that break a geis instead will soon be thrust into a deadly situation by fate. Spend one Legend (plus one for every point of the target’s Legend) to lay a geis upon another character.
  • Power Permissions: Divination, Puppet, Warrior’s Gift

Other Pantheons

Deva (Yoga), Kami (Yaoyorozu-No-Kamigami), Loa and Orisha (Cheval/Gun), Manitou (Dodaem), and Shen (Tianming): TBD

Generic Boons (Birthrights)

Creatures, Followers, and Guides

For one Boon, you may take the Followers or Sidekick Legendary Edge.

As a follower, this will represent mortal heroic companions, likely either drawn from devotees of your pantheon or who you have personally inspired due to your actions or the mythic role you represent.

As a creature, you obtain one or more mythic beasts of similar power level to the appropriate type of follower. These beasts will often have powers that you can’t get from mortal followers, but will be harder to fully deploy in mortal society or even to communicate with the way you could with humans.

As a guide, the creature or individual is typically significantly more powerful than the standard options, but sees its role as giving you guidance rather than direct aid. It is usually available, but will only step in with more than advice when you are in grave danger. It can provide valuable advice and training when you are planning your actions or trying to learn a new trait. Guides are an excellent way to justify developing Purviews not possessed by your divine parent (and, in fact, the Guide boon my be replaced by the Purview once its job is done).

Relics

Relics are typically built as Arcane Devices as per page 153. Unlike normal Arcane Devices, they use the wielder’s Focus skill to activate, and the wielder’s traits for any other derived details (such as Smarts for range). Also unlike normal devices, they have a refreshing pool of Power Points. Relics typically have 10 Power Points per boon invested in them, and recharge to full at sunrise each day (unless some other cycle time is more appropriate to the item). Relics typically will not have more than one power they can manifest per boon invested in them.

Relics, particularly powerful ones, are often tagged with a Purview. Like Guides, if you gain mastery of the Relic you can take its Purview as one of your own (and might even replace the boon spent for the Relic to buy the Purview, discarding the Relic as no longer necessary for you).

Relics may also have fantasy-style enhancements as described here and here. This will typically lower the available Power Points for its powers.