Fertility Boons

This Purview deals with plant life, from the smallest dandelion seed to the largest sequoia. The concept of fertility as pertaining to animal reproduction is covered under the Health Purview.

Associated With: Amaterasu, Danu, Dionysus, Freya, Freyr, Fuxi, Geb, Hachiman, Idun, Isis, Njord, Nüwa, The Morrigan, Osiris, Quetzalcoátl, Persephone, Shennong, Sif, Sobek, Tlaloc, Xipe Totec

1 Green Thumb
2 Cleanse
2 Toxic Thorn
3 Bless or Blight
3 Greenskin
4 Natural Camouflage
5 Twist Plants
6 Accelerate Growth
7 Verdant Creation
8 Eternal Bloom
9 Impossible Hybrid
10 Endless Season
11 Avatar of Fertility (The Green)

Green Thumb

Dice Pool: None
Cost: 1 Legend per plant/patch per year
The Scion need only touch a large plant (such as a tree or bush) or a one-square-yard patch of smaller plants (from a window box of daisies to a sheet of algae) and spend a point of Legend. That plant or patch can then survive for a whole year (or for its whole life if its natural span is shorter) without food or sunlight or water. The Scion’s ministrations keep the plant healthy through drought, nutrient deficiency, unnatural darkness or other environmental shortfall. The plant’s surroundings must be within its natural tolerances for the plant to survive, though. (This Boon can’t nurture seaweed on the desert floor, for instance.) Also, this Boon doesn’t protect against or cure any blight or damage from herbivorous noshing.


Dice Pool: Stamina + Survival
Cost: 1 Legend
Every gardener and farmer has to deal with blight or vermin sometimes, but doing so is easy for a Scion with this Boon. The player rolls (Stamina + Survival) and spends one Legend, and any blight or infestation ends immediately. Blight clears up as if it had never occurred, and vermin suddenly find the affected plants unappealing. This Boon affects a number of large plants (or a number of square yards of a patch of smaller plants) equal to the successes achieved on the roll. This Boon doesn’t protect against future blights, and it stops only the current generation of vermin infestation.

Toxic Thorn

Dice Pool: Intelligence + Science
Cost: 1 Legend
The Scion sprouts a single thorn from his hand or foot, which he can use in conjunction with an unarmed strike to poison a victim. Successes scored by the player on an (Intelligence + Science) roll determines the strength of the poison that can be created. Consult the accompanying table for its toxicity:

Feature Difficulty
Stamina + Fortitude +0
Stamina +3
None +5
Per level +1
Bashing +0
Lethal +10
Aggravated +20
Per day +0
Per hour +3
Per minute +5
Per action +10
Per action +2
Per action +2

Once the Scion grows a particular poisonous thorn, it remains for the rest of the scene or until he chooses to shed it. Note that an unarmed attack that does not inflict damage also does not inject poison (it was blocked, dodged or absorbed by armor).

Bless or Blight

Dice Pool: Stamina + Survival
Cost: 3 Legend
With a blessing, the Scion protects a patch of land from all natural blights and vermin infestations for one year. Alternatively, she can curse the land with a blight that either kills the plants within it outright or makes them so attractive to vermin that the resulting infestation has the same effect. The Scion’s player spends three Legend and rolls (Stamina + Survival). The number of successes she rolls determines how many acres she can affect with this power. If one Scion wants to use an aspect of this Boon on a patch of land on which another Scion has used the opposite aspect, a contested roll is called for. Whoever achieves more successes spreads her effect over the larger area, canceling out the lesser effect.


Dice Pool: None
Cost: 2 Legend
With a moment’s thought, the Scion reflects upon the characteristics of the green, growing world. She then internalizes those characteristics, granting herself some of the features of a plant. While the Scion doesn’t become completely suffused with plant-like characteristics, she does develop a noticeable greenish tint to her skin and hair. Her flesh becomes woody and slightly tough, which grants her one extra level of soak against lethal and bashing damage. She also gains the ability to draw sustenance by photosynthesis. So long as she garners at least four hours of sunlight in a day, she obviates her need for food completely. (While her body might still require a few trace elements, they are so negligible as to be ignored). Lastly, her blood becomes thick and sticky, completely mitigating any bleeding that might happen as a result of wounds; her injuries cover over in a translucent amber almost immediately. Greenskin lasts for a number of scenes equal to the Scion’s Legend, or until the Scion chooses to cancel the effect.

Natural Camouflage

Dice Pool: Dexterity + Stealth
Cost: 1 Legend
When the Scion hides in her verdant element, it’s almost impossible to find her. Her skin sprouts grass, bark, underbrush, flowers, mushrooms or what have you that allow her to blend in seamlessly with her natural surroundings. As long as she doesn’t move or otherwise draw attention to herself, mundane attempts to find or track her fail automatically. A mortal hunter with a trusty hound could walk right over the Scion’s disguised back and never know she was there. Hunters of supernatural prowess fare only a little better. Those with the Epic Perception Knack Predatory Focus or a Survival Arete can attempt to track the hidden Scion’s movements, their players rolling (Perception + Survival) against the hiding Scion’s activation roll. Even if they get more successes than the Scion’s player did, though, the hunters find only the general area in which the Scion is hiding. (They come to an area within a number of yards equal to the Scion’s Legend but lose track of her unless she moves again.) Only hunters with the Supernal Hunter Knack are actually skilled enough to find a Scion who’s using this Boon to hide (and only if their rolls garner more successes than the Scion’s).

For this Boon to work, the hiding Scion must be in a natural environment, such as a forest, a meadow, a swamp, a marsh, a kelp bed or the like. If there are no plants around, the Scion cannot hide there. This camouflage changes to match the immediate surroundings, and it lasts for as long as the Scion wills.

Twist Plants

Dice Pool: Intelligence + Survival
Cost: 2 Legend
The Scion imagines a specific shape she wants the nearby plant life to take, and her will makes it so. On a successful (Intelligence + Survival) roll, the Scion affects a number of large plants (or a number of square yards of a patch of smaller plants) equal to the successes the roll achieved. Before her eyes, the plants bend as her imagination desires and set in the new arrangement— after which they continue to grow as normal. The Scion can’t move the plants around fast enough or with enough finesse to attack people, but she can weave them into bindings or cages to hold people who aren’t moving.

Alternatively, she could twist nearby trees and underbrush into a comfortable shelter for herself or cause the surroundings to lay a false impression to throw pursuers off her trail (which would impose a penalty equal to her Legend on the pursuers’ tracking rolls). She could even weave a thick bed of seaweed into a handy canoe.

The feasibility and efficacy of the shape the character designs is up to the player and Storyteller to work out. As a general guideline, bear in mind that the Boon can cause plants to twist in ways that would normally be impossible, but it can’t cause them to tear themselves apart or physically grow or shrink. Also, if the new shape imposes some sort of penalty on characters who enter the affected area, that penalty can be no greater than the Scion’s Legend. The shaping effect takes one minute to complete, and a character can use this Boon no more than once per scene.

Accelerate Growth

Dice Pool: Stamina + Survival
Cost: 1–5 Legend
With this Boon, the Scion can cause a plant or area of plants to grow to its maximum size in a dramatically reduced time. The Boon affects a number of acres of plants equal to the Scion’s Legend. The more Legend points spent to fuel this effect, the quicker the affected plants grow. For one Legend point, the plants grow as much in a minute as they would in a month. For two Legend points, the plants grow as much in a minute as they would in a season. For three Legend points, the plants grow as much in a minute as they would in a year. For four Legend points, the plants grow as much in a minute as they would in a decade. For five Legend points, the plants grow as much in a minute as they would in a century.

The number of successes the player gets on the roll determines the number of minutes the Scion is able to make the plants grow at their accelerated rate. When a plant in the affected area has reached its maximum sustainable size, it stops growing and remains in cellular stasis until the entire effect has ended. When the effect ends, the affected plants survive as they normally would under their present environmental conditions, unless the Scion uses other Fertility Boons on them. From that point forward, they live for as long as they normally would have if they had not been accelerated— which can seriously throw seasonal crop cycles out of whack if the Scion isn’t careful. Once they reach their natural maximum size, they won’t ever get noticeably bigger, regardless of how much longer than normal they might live.

The character can use this Boon no more than once per scene, and the plants must actually be present in some form (even as seeds beneath layers of wildfire devastation) for the Scion to accelerate their growth.

Verdant Creation

Dice Pool: Intelligence + Survival
Cost: 1 Willpower + 3 Legend
The Scion can cause plants to spontaneously generate out of nothing at all. Regardless of the weather, soil conditions, sunlight exposure or any other factor, plants of the Scion’s choosing spring into existence at her silent command. This Boon generates a number of large plants (or a number of square yards of a patch of smaller plants) equal to the successes achieved on the roll plus the Scion’s Legend. These plants take root (literally or figuratively) with the same hardiness as if the Scion had used Green Thumb (Fertility •) on them all, with the added benefit that the plants don’t have to be in an environment that is within their normal tolerances to survive. The Scion could grow mushrooms on the desert floor or cause rose bushes to thrive in a submerged cave off the continental shelf. Per Green Thumb, these created plants survive for one year under any conditions barring blight or physical destruction by living creatures. When that year is up, they react to their surroundings as normal plants of their type would. In the meantime, they are as susceptible to other Fertility Boons as any normal plants are.

Eternal Bloom

Dice Pool: Stamina + Survival
Cost: 2 Legend per plant/patch
The Goddess touches a single plant and imbues its natural surroundings with her blessing. In so doing, she grants the plants of that area eternal life, regardless of environment or nutrition. Short of being set ablaze or physically torn apart, the affected plants grow to their full size in the normal time and remain alive and well thereafter. A Goddess can imbue eternal life into a single square mile of plant life per two Legend points her player spends—up to a maximum number of square miles equal to the success her player makes on the (Stamina + Survival) activation roll. Once an area has been affected with this Boon, it remains in full bloom. Any small plant or piece of a larger plant that is broken or removed grows back within 24 hours.

Impossible Hybrid

Dice Pool: Intelligence + Survival
Cost: 10 Legend
The God’s botanical mastery is such that he can combine two healthy plants into a hybrid that cannot occur in nature but is nonetheless viable and healthy. The two mixed plants can be from any environment and have disparate sunlight and water requirements. When this Boon combines them successfully, the resultant hybrid can live in either environment and survive on either of its parents’ sun and water requirements. The hybrid can also successfully pollinate other plants of either of its parents’ types, creating a 50-50 split in regular and hybrid seeds.

To create an impossible hybrid, the God must mix the male gamete (pollen, for instance) from one plant with a drop of his ichor. When he introduces that mixture into the other plant, fertilizing its ovule, that plant produces a number of golden seeds or fruits equal to the successes on the roll. The God must then plant the seeds in soil suitable to either parent plant. Barring the use of other Fertility Boons, the plants grows to full size in the shorter of the amounts of time it takes either parent plant to do so. The result is either a number of large plants equal to successes on the activation roll or a number of square yards of smaller plants equal to successes.

The player should work out with the Storyteller exactly how the hybrid’s blended nature expresses itself, but the possibilities are limitless. A whimsical God could blend sequoias with dandelions for towering weeds that sprout enormous puffballs covered in tremendous seeds that function like parachutes. A hippie God could blend psychedelic mushrooms with pumpkin vines for big gourds full of good times. A God who’s a son of a bitch could mix kudzu with poison sumac and let it loose in an upstart mortal’s backyard. Once a hybrid has been created, the result is now a new kind of plant. If the God wants to blend in the traits of a third type of plant, he must use this power again, combining the hybrid with the new plant.

Endless Season

Dice Pool: Intelligence + Survival
Cost: 15 Legend
The God touches the ground in the center of the area he wishes to affect then closes his eyes and imagines the effects on that area of one of the four seasons. His player then makes the activation roll and spends 15 Legend. If the roll succeeds, all the plants in the affected area react as if it were the exemplary depths of that season. (That is, as if it were the hottest day of summer, the coldest day of winter, the peak of springtime bloom or the cusp of the autumn die-off.) The plants react as the God wishes regardless of current climate or soil conditions, possibly in defiance of the rest of nature.

The minimum radius of the effect is one mile; the minimum amount of time the effect lasts is one full year. Every success on the activation roll extends either the radius by one mile or the duration by one year. Once the player has balanced his successes between these two dimensions (which occurs only at the time of the activation roll), he cannot swap successes out. He may cancel the effect at any time and reactivate it with a new roll and Legend expenditure.

If other Gods used Fertility Boons on plants in the area of effect when their Legend ratings were lower than the current Legend of the God using Endless Season, this Boon trumps those Boons. If the other Gods’ Legend was equal to or greater than that of the God using Endless Season, they compare their successes on the activation roll. If the other Boons’ activation rolls had more successes, the affected plants or area remain unaffected by Endless Season. The rest of the area within Endless Season’s radius is still subject to the Boon’s effect as normal.

Avatar of Fertility (The Green)

Cost: 1 Willpower + 30 Legend
For one scene, the character becomes The Green— the conscious avatar of nature’s bounty embodied in pulsing plant matter. The Green can sense the ecological interconnectivity between all plants and extend its consciousness from where it stands to any point on its same plane of reality where plants thrive. Plants within The Green’s sight act as extensions of The Green’s will. They can be made to grow or wilt or even move as The Green desires—fortifying wilderness strongholds, impeding the progress of armies or tearing apart intruders. The Green can overwhelm mortal cities or spread out a tranquil paradise that caters to humankind’s every desire. The Green can hedge in a Titan or dizzy it with the manifold poisons of the natural world.

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