Enech Boons

Though most modern scholars simply translate this term to mean “face” or “honor,” it means so much more — particularly in the eyes of the Tuatha. Enech is one’s worth, and all creatures, from the most divine to the lowliest of mortals, are beholden to attempt to improve their worth in the eyes of Gods and men. Mere men must constantly work to maintain their enech by proving themselves worthy men of honor and skill.

This Purview taps into that force of honor and worth, which is in turn tied into Fate to some degree. Heroes and Gods find that enech demands much more of them than of mortals, though its rewards are great as well. Such great folk may be bound by geasa. Godly heritage allows a Scion to tap into this power, to bring low his foes and raise up his friends, but he must forever watch his own behaviors and mind his geasa.

1 Brehon’s Eye
2 Hero’s Geas
3 Lay Token Geas
4 Body and Spirit
5 Bard’s Tongue
6 Lay Potent Geas
7 Assumption of the Land
8 Lay Mortal Geas
9 Twist Geas
10 Beyond the Ninth Wave

Brehon's Eye

Dice Pool: Perception + Empathy
Cost: 1 Legend
To understand the demands of enech upon the Scion, she must first understand its demands on those around her. With this power, the Scion assumes a canny and wise attitude, watching carefully and allowing those insights to influence her judgment. The information that comes with this power was of old called enechsenchas, or “enech lore,” and is often used in later Boons in this Purview.

Once this power is activated, the Scion rolls (Perception + Empathy), adding in any successes from Epic Perception. For each success, he can judge the enech of one individual present, beginning with those with the highest Legend. Reading someone’s enech grants the Scion knowledge of what his highest Virtue is, what his lowest Virtue is and what his Nature is. This can only be activated once per scene.

Hero's Geas

Dice Pool: None
Cost: None
Heroes and Gods are held to a greater standard. Because the simple lives of mortal men are no challenge to the enech of the entities of Legend, it is only appropriate that they accept greater restrictions and requirements to demonstrate their mindfulness, honor and perseverance. Thus, the greatest of Gods and heroes are laid with geasa, prohibitions against specific actions or requirements that a specific action must always be undertaken when the Scion or God is presented with the opportunity.

It is important to keep one’s geasa secret, for those who know them can use them as a weapon against the hero. The mighty Cúchulainn died by such cunning. When the crafty Queen Medb learned of his geasa against refusing hospitality and against eating the meat of a dog, she invited him to a meal of roasted hound, sealing his fate. He died by a spear-blow in his very next battle.

When a Scion purchases this power, he must immediately choose a single geas, either one that is general in nature or one appropriate to his divine parent. This is a Legendary Geas. For advice in choosing a geas, and the penalties for breaking them, see the “Geasa” section.

Additionally, any time the Scion purchases a Boon from a Purview other than his parent’s, he may choose to assume a geas appropriate to a God of the Tuatha associated with that Purview. Doing so allows him to purchase the geas as though it were from his divine parent. Breaking such a geas is a terrible choice, though, for not only does it have the normal penalties for breaking a geas, but it also denies the Scion the use of that Boon until his enech is restored.

Lay Token Geas

Dice Pool: Charisma + Presence
Cost: 1 Legend + 1 Willpower (or 1 Legend + 1 Willpower dot)
With this power, the Scion taps into the potent flows of enech and may levy the expectations of greatness on those around him. This roll is opposed by the target’s (Wits + Integrity + Legend), and the roll itself has a difficulty of the target’s Legend +1. If this roll is successful, the target is bound by a geas of Token potency for two months per net success in the roll, to a maximum of a year and a day. Alternately, if the Scion expends a full dot (rather than a point) of Willpower, the geas is laid permanently.

The Scion may not levy simply any sort of geas, however. The actual choice of the geas is not up to the Scion, but up to enech itself — the Scion merely draws the attention of enech and acts as the conduit for the geas. The Storyteller chooses a geas that is poetically appropriate for the victim, keeping in mind the most extreme parts of the character’s personality (as often exemplified in his highest or lowest Virtues). Thus, a target who has cut a swathe through the innocents around him and discovers that he has a high Vengeance Virtue rating might be levied with the child-geas, where no child can ever come to harm within the Scion’s ability to prevent it.

It should be noted that a geas is explicitly not a curse — each geas comes with benefits for those who keep the geas. Rather, the Tuatha consider geasa to be the means by which one helps shape the actions of heroes and legends. They are combination carrots and sticks meant to motivate a particular sort of behavior.

Body and Spirit

Dice Pool: Charisma + Empathy (Spd 3, DV –1)
Cost: 1 Legend, or 1 Legend + 1 Willpower if used on another
Modesty is never a Virtue to the Scion of the Tuatha. It is an insult to enech — pretending to be something less then you are is as bad as pretending to be something better. Thus, the Scion who uses this Boon chooses to declaim his best attributes and admit to his weakest. The Scion must choose which Virtues he is going to declaim about himself at the time of the Boon’s activation. The difficulty of the roll is equal to the rating of the highest Virtue he is invoking, +1 per additional Virtue.

For the remainder of the scene, the Scion gains the following bonuses, assuming the declamation of that Virtue:

  • Courage: A bonus equal to his Courage Virtue to all rolls using Strength, Dexterity or Stamina.
  • Expression: A bonus equal to his Expression Virtue to all rolls using Charisma, Manipulation or Appearance.
  • Intellect: A bonus equal to his Intellect Virtue to all rolls using Perception, Intelligence or Wits.
  • Piety: A number of points of Legend equal to his Piety Virtue.

A Scion with this Boon may purchase it a second time; doing so allows him to declaim the Virtues of others once he has used Brehon’s Eye on them. Of course, to the powers of enech, the Virtues associated with other pantheons are not nearly as enlightened as the four Virtues of the Tuatha.

A character whose non-Tuatha Virtue is lauded by the Scion regains a number of points of either Legend or Willpower equal to the rating of that Virtue, depending on the Virtue in question. A character can only benefit from one Virtue-based source of Willpower and one Virtue-based source of Legend from a single declamation:

  • Legend: Duty, Harmony, Loyalty, Order
  • Willpower: Conviction, Endurance, Valor, Vengeance

Finally, with the ability to declaim the Virtues of others, the Scion may also cast scorn and derision on those who adhere to the Titanic Virtues who he has used Brehon’s Eye on, as follows:

  • Ambition: Target loses a number of points of Legend equal to his Ambition Virtue.
  • Malice: Target loses a number of dice equal to his Malice Virtue on all Social rolls.
  • Rapacity: Target loses a number of dice equal to his Rapacity Virtue on all Mental rolls.
  • Zealotry: Target loses a number of points of Willpower equal to his Zealotry Virtue.

Bard's Tongue

Dice Pool: Manipulation + Presence
Cost: 2 Legend
The words of the bard are always heeded because he has taken care to see deeply into someone’s nature and knows the truth of them. The Scion with this Boon claims part of a bard’s enech, and his words about that person are rendered truthful. To be spoken of well by a bard is to excel in life; to be mocked by one is to know scorn, shame and failure.

The Scion using this Boon must first use Brehon’s Eye on a target. She then describes either a terrible insult or a glowing compliment for the target. If this utterance refers to one of the target’s Virtues in a positive manner (for a complimentary use) or in a negative tone (for a mocking one), this roll gains a number of automatic successes equal to the target’s Virtue. The total successes form a pool, which may be used to purchase individual effects, as follow. If the proclamation is a positive one, the target may spend his points in any of the following ways:

  • To regain a point of Legend (1 point).
  • To regain a point of Willpower (2 points).
  • To gain a bonus to a roll appropriate to the compliment. “My comrade is a peerless warrior, and a lusty lover to boot!” would be appropriate for rolls involving both combat and seduction, for instance (1 point per +1, to a maximum bonus equal to the Scion’s Presence).

If the speech has a negative tone, the Scion may spend the resultant successes in any of the following ways:

  • To subtract a point of Legend (1 point).
  • To subtract a point of Willpower (2 points).
  • To inflict a penalty to a roll appropriate to the mockery. “This fool couldn’t sneak his way out of a dark room filled with blind men, nor see the darkness in front of his face while doing so!” would be appropriate for rolls involving Stealth and Perception, for instance (1 point per –1, to a maximum penalty equal to the Scion’s Presence).

Lay Potent Geas

Dice Pool: Charisma + Presence
Cost: 5 Legend + 1 Willpower (or 5 Legend + 1 Willpower dot)
This Boon functions as “Lay Token Geas,” save that it lays a Potent Geas on the target.

Assumption of the Land

Dice Pool: Stamina + Empathy (two Speed 5, DV –2 exclusive actions)
Cost: 5 Legend + 1 Willpower
The Song of Amerghin relates the process called “assumption” best — when the Milesian bard Amerghin first set foot on the shores of Ireland, he sang this song, taking into himself the powers of Eire and making himself one with the land. The Scion with this Boon may do likewise, opening himself up to the unique flows of enech associated with that site and making himself part of it.

The activation of this Boon takes two actions, and these are the only actions the Scion may take. With the first action, the Scion rolls (Stamina + Empathy), immersing himself in the enech of the site and gaining the dinsenchas (“place lore”) of the land he stands in. With his second action, he spends the Legend and Willpower to activate the Boon and spends the successes gained in the first action. The effects gained through the use of this power are as follows:

  • The Scion may feel the health of the land, knowing intimately its blights and taints. These could be environmental, spiritual or even Titanic taints, revealing the location of any creature that has Titanic Virtues. Automatic.
  • Each site has a single Purview associated with it. The factory may be associated with the Fire Purview, the healing glade with the Health Purview and the battlefield with the War Purview. A Scion may use successes to purchase Boons from those Purviews while located in that area. Possession of these Boons lasts for a single scene or until the Scion leaves the area, whichever comes first. 2 successes per dot of the Boon.
  • The site works to defend the Scion. The area is filled with improbable coincidences intended to keep the Scion safe, granting him a DV bonus for as long as he is in the area. This applies even against attacks the Scion is not aware of. 1 success per +1 DV, to a maximum of the Scion’s Legend.
  • Once a Scion has gained the dinsenschas of a place, he may not ordinarily do so again — his “first impression” forms the basis for his interaction with that site from then on. When in that area in the future, the Scion need only take the second action (spending the Legend and Willpower cost for this Boon) to re-attune himself to the site.

The land puts a burden of enech upon the Scion, however — the friendship of the land is never one-sided. First of all, the Scion is constantly aware of any dangers to the land, as though he had used the Guardian Boon Vigil Brand on the land itself. Secondly, the Scion receives a Legendary Dinsenchas Geas for the site he has bound himself to.

This can only be used in the World or in Terrae Incognita, or in the Underworld and Overworld Realms associated with the Tuatha.

Lay Mortal Geas

Dice Pool: Charisma + Presence
Cost: 12 Legend + 1 Willpower (or 12 Legend + 1 Willpower dot)
This Boon functions as Lay Token Geas, save that it lays a Mortal Geas on the target.

Twist Geas

Dice Pool: Manipulation + Presence
Cost: 5–12 Legend + 1 Willpower
So deft is the Scion’s interaction with enech that he can twist its flows and eddies around an individual, changing it irrevocably. As long as the Scion knows the full details of one of the target’s geasa, he can use this Boon to change the details of that geas. He may change the geas within its Type (changing one Mortal Geas to another) or within its Source. This costs 5 Legend for Token Geasa, 8 Legend for Potent Geasa and 12 Legend for Mortal Geasa.

The target is not given any indication of the nature of the change. Indeed, those who have been victimized by such a change may not even know it has occurred until they find themselves on the wrong end of a broken geas they didn’t even know they had. The Mysteries Purview can be used to ascertain the details of this new geas, however.

Beyond the Ninth Wave

Dice Pool: None
Cost: 20 Legend + 1 Willpower
When the Milesians first came to Ireland, the three queens of Eire asked them to withdraw back beyond the ninth wave of Ireland until they could determine the appropriate course of action. Because the ninth wave symbolized the borders of the land, the rulers of the Tuatha could then call upon the powers of the land and its enech to assault the intruders, rather than risking hospitality laws by having the land rise up against those who stood upon it.

With this power, the Scion withdraws himself or another past the metaphorical ninth wave of a Godly power, withdrawing from the enech of that part of the world. In game terms, the Scion chooses a single Purview and removes himself entirely from that concept as it interacts within the world. While he is withdrawn from that Purview, he cannot be affected by the powers of that Purview, nor by effects that are based in it. Withdrawing beyond the ninth wave lasts for one hour per dot of Legend, or until the Scion wills it to end. This Boon may be activated multiple times, at a cost of 20 Legend and 1 Willpower point per activation.

Additionally, the Scion himself cannot use any Boons of the Purview, nor can he benefit from them in any fashion. Only Gods in the Avatar form of that Purview may affect him by using such powers. Those wielding this power may not choose to withdraw beyond the ninth wave of any Special Purview or any Pantheon Purview save the Enech Purview.

These have the following effects, based on the Purview in question:

  • Animal: Withdrawing beyond the ninth wave of the animal world means that the Scion functionally doesn’t exist for any animals at all — they do not see him, nor can they touch him in any way. Likewise, while he can see them, he cannot touch them either. This includes intelligent versions of animals and nemean animals, though it does not include creatures whose forms simply happen to be based on animals.
  • Chaos: Withdrawing beyond the ninth wave of chaos means that the Scion is unaffected by chaos unfolding in the world. Mobs, crowds, storms, earthquakes and similar situations of chaos manifested in the world have no effect on him — he walks among such situations and the madness parts before him, leaving him untouched.
  • Darkness: Withdrawing beyond the ninth wave of darkness prevents the Scion from being affected by the darkness whatsoever. It poses no limitations on his vision and does not hide him in the least — he always stands out, perfectly back-dropped by the darkness but very clear within it, as though the viewer were seeing him in full sunlight.
  • Death: Withdrawing beyond the ninth waves of death prevents the Scion from dying, whether from taking too much damage or having death-inflicting powers used on him. This merely postpones the inevitable, however, for when this effect ends, if the Scion is still under the condition that would cause him to die, he immediately drops dead. Having all health levels filled in as normal counts as such a condition; if a creature that targeted the Scion with an automatic death effect is still alive when this effect wears off, the Scion is considered to still be under such a condition. Creatures of death such as ghosts, vampires, zombies and similar horrors cannot see the Scion.
  • Earth: Withdrawing beyond the ninth wave of earth allows the Scion to step through stone, soil, sand and metals as though they did not exist. Attacks based on such effects — including hurled boulders and weapons forged of normal metals — simply fail. The Scion doesn’t fall through the earth or anything similar if he doesn’t wish to. He may choose when the earth acts as a barrier and when it does not.
  • Enech: Withdrawing beyond the ninth wave of enech grants the Scion immunity to the flows of enech. He cannot violate any of his geasa, and no action he takes will ever violate the geasa of others.
  • Fertility: Withdrawing beyond fertility’s ninth wave allows the Scion to ignore the green and growing things of the world. He does not exist as far as plants are concerned, and may pass right through them as though they didn’t exist. Plant-based creatures cannot perceive the character.
  • Fire: Withdrawing beyond fire’s ninth wave makes the Scion or God immune to fire completely and utterly, as though the flames did not exist. He is also immune to the effects of fire in the environment — he breathes smoky air without notice, and surface and air temperatures that might scald his skin or lungs don’t cause any discomfort. Creatures made of fire or associated with fire cannot perceive the character.
  • Frost: Withdrawing beyond frost's ninth wave allows the Scion to step beyond the reach of all cold, ice and frost. He is unaffected by low temperatures - not only does he not get frostbite, but ice fails to form on his body and his breath doesn't even steam. He passes through ice as though it were merely a mist; indeed, he must be cautious about what it is that lies on the other side of that ice.
  • Guardian: Withdrawing beyond guardian’s ninth wave renders the Scion immune to perception by defenders, watchers, sentries, security systems and those things which exist to watch and warn. Additionally, his interactions with others protected by various Guardian Purview Boons do not set those Boons off — he and his actions do not exist for the purpose of this Purview.
  • Health: Withdrawing beyond health’s ninth wave renders the Scion immune to any and all normal biological interactions with the world. Though Gods generally engage in such matters only voluntarily anyway, this effect makes it so that human beings cannot see or interact with the Scion or God in any fashion, though he is still physically, solidly present. The direct effects of the Scion’s presence can still be felt, though, and any environmental effects caused by people can still affect the Scion.
  • Illusion: Withdrawing beyond illusion's ninth wave permits the Scion to see through all effects that deceive the senses, magical and mundane. His vision pierces magical deceptions intended to fool his sight, hearing, taste, touch or smell. He is immune to hallucinations and other effects that cause him to perceive things that are not there. He is even immune to technological holograms and other "false images".
  • Justice: Withdrawing beyond the ninth wave of justice renders the Scion immune to the influences of retribution and justice. Those seeking revenge against him simply cannot see him, and any actions augmented by the Vengeance Virtue automatically fail against him. Additionally, agents of justice and revenge (from the toughest police officer to the mighty Furies) cannot perceive him.
  • Moon: Withdrawing beyond the moon’s ninth wave permits the Scion to strip influences of concealment and lunacy from his existence. He automatically spots any and all hidden things. In fact, they stand out in his vision more than its surroundings. He is also immune to madness, and those who are insane cannot sense or affect him.
  • Psychopomp: Withdrawing beyond the ninth wave of the psychopomp eliminates the need for the Scion to actually engage in travel. As a miscellaneous action (with no need to roll), he may simply will himself to be anywhere in the World for the duration of his withdrawal. He must know of the location, however — at the very least, he must be able to point it out on a map.
  • Sky: Withdrawing beyond the sky’s ninth wave grants the Scion immunity to all weather effects and winds. Rain does not soak him, winds do not blow his clothing and he becomes immune to all attacks involving cold and electricity. Air pressure does not discomfit him in any way.
  • Sun: Withdrawing beyond the sun’s ninth wave casts the Scion into eternal shadow, hiding him from the sight of Gods and men alike. By the light of sun or moon, he becomes completely unseen, for those sources of light pass right through him as though he were not there. Only in rooms completely devoid of any trace of outside light will he be revealed. Attacks based in light (including lasers and the like) cannot touch him.
  • War: Withdrawing beyond the ninth wave of war places the Scion beyond the reach of any and all violence. Moreover, this renders the Scion incapable of inflicting violence himself for as long as he is withdrawn. Scions thus protected also become completely unseen in the middle of battles and conflicts regardless of the size. Because most athletic competitions were intended to keep fighting skills trim in times of peace, this includes sports as well.
  • Water: Withdrawing beyond the ninth wave of water causes the Scion to not exist as far as water is concerned, and vice versa. The Scion may choose to walk upon the surface of water as though it were solid ground or to walk through water as though it weren’t there. All liquids that are not better associated with another Purview (such as magma being associated with Fire) are included in this.
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