Heku Boons

This Purview derives from the ancient Egyptian understanding of the metaphysical composition of the soul. According to that belief, the soul consists of the ren (name), sekem (energy), ba (soul/personality), ka (corporeal life-force), akh (postmortem union of ba and ka), khaibit (shadow) and sekhu (the body’s physical remains).

1 Ren Harvest
2 Sekem Blaze
3 Sekem Barrier
4 Influence Ba
5 Heart Scarab
6 Khaibit Trap
7 Awakening the Akh
8 Ka Reponsitory
9 Khaibit Guide
10 Ren Theft

Ren Harvest

Dice Pool: Charisma + Empathy
Cost: None
Whenever someone speaks of the Scion’s deeds, or whenever he sees news of his exploits in print somewhere, his player makes a (Charisma + Empathy) roll. The Scion gains a number of Legend points equal to the number of successes rolled. The story must pertain specifically to the Scion, which the context should make clear. Also, it must be uttered or written without the Scion’s direct knowledge. He might reasonably expect to see or hear it, but he cannot literally command someone to say or write it so as to reap the benefits. This Boon pertains only to evidence that his legend is spreading—hence the Legend-point reward.

Sekem Blaze

Dice Pool: None
Cost: 1 Legend
Sekem is the light, the power and the energy of the Scion’s soul. With this Boon, he channels that powerful light through his gaze to intimidate a foe. Such a foe can be an animal, a person, a Scion or even one of the titanspawn, and the Scion need only look it in the eyes and spend a point of Legend. An animal who sees the Sekem Blaze in the Scion’s eyes immediately ceases any aggression toward the Scion and flees. A mortal or ghost so affected calms down and remains cowed for the rest of the scene.

A Scion or titanspawn with fewer dots of Legend than the Scion using the Boon is as affected as a mortal, but a Scion or titanspawn with an equal number of dots may spend a point of Willpower to counteract the effect. Anyone with more dots of Legend remains unaffected.

A Scion can attempt to affect only one victim per action with this Boon. If the Scion attacks a victim he has cowed with this power, the effect ends after the aggressive action.

Sekem Barrier

Dice Pool: Appearance + Command
Cost: 1 Legend
The character spends a point of Legend and his player rolls (Appearance + Command). If the roll succeeds, the radiance of the character’s divine heritage illuminates his entire body, affecting all who look upon him. Use the same rubric as for Sekem Blaze to determine whether nearby characters are affected. Those who are affected react as those affected by Sekem Blaze.

Influence Ba

Dice Pool: Manipulation + Presence
Cost: 1 Willpower
By capturing a person’s undivided attention and staring in her eyes, the Scion can overwrite a portion of her personality. To do so, the player pits his activation roll against the victim’s player’s (Willpower + Integrity + Legend) roll. If the victim is a mortal, the Scion chooses one of his own Virtues and imposes on that person an equal rating in the same Virtue. The Virtue lasts for a number of days equal to the unanswered successes on the Scion’s activation roll.

If the victim is a Scion, the Boon has a limited effect. Instead of imposing a Virtue on his victim, the user instead inflicts the Virtue Extremity of one of his own Virtues on the victim. This condition lasts for a number of hours equal to the Boon user’s threshold successes on the activation roll.

In either case, the Scion who uses this Boon must be able to capture his victim’s attention and stare into her eyes for a number of minutes equal to his rating in the Virtue he’s chosen to impose. This Boon does not affect titanspawn or non-sentient beings such as animals or constructs.

Heart Scarab

Dice Pool: Dexterity + Craft
Cost: 1 Legend
In a workshop in his spare time, the Scion crafts small scarabs out of imperishable materials such as steel, desert glass, precious metals, gems or what have you.

Creating a scarab that will suffice for the purposes of this Boon requires a successful (Dexterity + Craft) roll of difficulty 5. Having done so, he may then place the scarab on the chest of a dead body and spend a point of Legend. When he does so, the scarab sinks into the corpse’s flesh and wraps its legs around the breastbone.

From that point on, the corpse will be perfectly preserved in its current condition, free from the ravages of time and decay. Activating a heart scarab also sends the corpse’s ghost directly back to the underworld whence it came, whether that ghost is lingering elsewhere in the World or is stuck in the body (per the description of a hungry corpse). The ghost can return to the World thereafter, if it has the means. If a necromancer should raise a body that has a heart scarab attached to it as an undead servitor (such as a zombie or a mummy), the heart scarab doubles the body’s Stamina for the purposes of determining soak.

The scarab itself has a soak of 5L/5B and Hardness 5, as well as five health levels. The object must be completely destroyed in order to render it ineffective, and targeting it imposes a -5 penalty to the attack roll. Simply tearing a heart scarab loose requires a contested Strength roll against the scarab’s effective Strength 5.

Khaibit Trap

Dice Pool: Intelligence + Occult
Cost: 1 Willpower to create, 1 Legend to activate
The Scion strikes a wall, floor, ceiling or sturdy object with his palm and speaks the name of his divine parent. When he does so, a cartouche seal bearing the hieroglyphic characters that represent his divine parent appears on the surface. This seal has an area in square inches equal to the successes acquired on the activation roll. (You can assume the seal is a rectangle to make determining its size easier.) Unless the surface that the seal covers is physically broken, the seal remains in place for a number of months equal to the Scion’s Legend. After that, it fades out as if it were never there.

While the seal is within his line of sight, the Scion who created it may spend a point of Legend to activate it, after which it remains active for a number of hours equal to his Legend. During that period, the shadow of any sentient being that overlaps the area of the seal becomes trapped within the seal. When the sentient being to whom the shadow belongs reaches her shadow’s limit—based on the relative position of the ambient light sources—she can’t move any farther. It’s as if her shadow were a cape and the seal is a hook on which that cape is snagged. An activated seal can trap as many sentient beings as are careless enough to let their shadows cross it. When a victim’s shadow has been trapped, she can see the outline of the seal glowing faintly gold, though no one who isn’t trapped can see the glow.

If a trapped victim wants to be free, there are four ways to become so. First, she can simply wait around for the duration of the activation to wear off. Second, the Scion who laid the trap can deactivate it. Third, the victim can try to damage the seal’s surface to disrupt the trap. Fourth, she can just haul herself away from the seal hard enough to literally tear her shadow loose of it.

The latter two options both present problems, however. To damage the seal and disrupt the trap, the character must inflict a number of levels of damage on the surface equal to the Legend of the Scion who laid the trap or enough to simply destroy the surface (whichever is lower). Unfortunately, damage inflicted on the seal is likewise inflicted as an equal number of levels of unsoakable bashing damage on everyone trapped by that seal.

Simply tearing oneself free is potentially even more dangerous. Doing so requires a (Strength + Athletics) roll that yields as many successes as the Scion who laid the trap achieved on the roll to create it. If she is strong enough to get free, the character literally tears a section of her shadow off, which makes an awful sound in her head that she’ll remember until her dying day. She is dazed and Inactive for a number of ticks equal to the Legend of the Scion who set the trap, and worse yet, the torn-off part of her shadow remains stuck in the trap. That alone causes the Scion no especial distress, but if damage should befall the surface the seal covers, that damage is still transmitted to the Scion as unsoakable bashing damage. (Using Shadow Craft, a Scion can cut a trapped section of his shadow off and free himself, but doing so affects him the same way physically tearing himself loose would.)

Awakening the Akh

Dice Pool: Charisma + Occult
Cost: 5 Legend + 1 Willpower
Normally, a person’s ba and ka remain separate until that person’s death. When he dies, his ba and ka unite into a luminous hybrid being of pure energy called the akh. A Scion with this Boon, however, can blend his ba and ka at will, awakening his akh and separating it from his physical body while he yet lives. When he does so, a ghostly golden form rises from within him while his body slumps insensate to the ground. The shining form looks like the character minus his clothing or equipment, except that lambent energy dances across his skin and iridescent wings like those of a beetle flicker around his shoulders and behind his back. These wings enable him to fly at his normal Move rate.

In this form, the character is intangible but remains visible to physical creatures. He remains visible to ghosts and spirits as well, but he can now see them and interact with them physically. He can use none of his Physical Epic Attributes in this form, nor can he use any Boons except those of the Heku Purview. Also, supernatural powers that are designed to affect ghosts affect the character in this form—though he’s much better equipped to defend himself than the average ghost is.

When the character raises his beetle wings upon activating the Boon, tiny golden scarabs made of glimmering energy emerge from the hollows beneath and hover around the character. One scarab emerges per dot of Legend the character has, and each one carries a pulsing sphere of golden energy. At the character’s command, one scarab per action can discharge its energy sphere as a blazing beam at a target in the character’s line of sight. Firing thus does not count as the character’s action. The character aims this beam mentally, calling for a reflexive (Perception + Marksmanship) roll. The beam inflicts 15 dice of lethal damage, plus extra successes on the Marksmanship roll. A successful hit ignores armor, but not soak. Each scarab can fire only once before it disintegrates in a puff of evanescent specks.

The character remains in his akh form for a number of minutes equal to the successes the player rolled to activate the Boon. When that time is up, any remaining golden scarabs vanish, and the akh instantaneously returns to the character’s body. If some supernatural means—such as a ward—prevents the akh from reaching its body once the duration has expired, the akh sinks to the ground insensate, and the body suffers one level of lethal damage per interval of minutes equal to the character’s Legend. (For example, if he has Legend 9, he suffers one level of lethal damage for every nine minutes his body lacks his errant akh.) If the obstruction is removed, the akh snaps back to the body. If no one removes the obstruction, the akh regains “consciousness” as a powerless ghost once its body has died.

Ka Reponsitory

Dice Pool: None
Cost: 2 Legend per bandage
In a long holy ceremony, the God inflicts lethal health levels of damage on his ichor-made-flesh and has a follower bind them in specially anointed bandages. Each health level inflicted requires its own bandage, and the God must spend two Legend points when each is applied. Once every wound is wrapped, the God lies in state for one full day, bleeding his ichor into the bandages. After 24 hours, the bandages are removed and preserved in canopic jars decorated with the God’s likeness. (The God must then heal the damage naturally, without using or receiving any supernatural healing.)

Thereafter, a measure of the God’s ka remains locked inside each bandage. If someone uses one of those bandages to bind a fresh wound on mortal or divine flesh, the bandage instantly heals one level of damage on the recipient (whichever type of damage is most severe). Once it does so, it disintegrates into fine sand, revealing the seamless flesh beneath. A bandage cannot heal illnesses or damage from disease or poison. Each bandage remains effective for one year per dot of Legend the Pesedjet God has.

Khaibit Guide

Dice Pool: Intelligence + Presence
Cost: 15 Legend + 1 Willpower
With this Boon, a God makes himself someone’s guide (as per the Birthright) and opens a channel for frequent communication. To do so, the God paints his name and any symbol associated specifically with him in a cartouche of liquid gold on a full-length mirror. He then positions himself and the person he intends to guide such that his shadow’s silhouette matches up with the recipient’s image’s outline in the mirror. While this is going on, the God’s player rolls (Intelligence + Presence) with a difficulty equal to (his character’s Legend + the recipient’s Legend). This roll can be extended, with an interval of one hour, if the character does not have sufficient Epic Intelligence (or luck) to garner the necessary successes in a single roll.

If/when the roll succeeds, the work is done. Thereafter, any time the recipient looks into a reflective surface, he can call his guide’s name and spend a point of Legend. The God hears this call, and if he chooses to answer, he gets a mental image of the character who called to him. This image shows the recipient from the perspective of the reflective surface the recipient used. Once the link is established, the two of them can talk for as long as the God wishes. While they speak, the recipient of the guide sees his own reflection taking on a life of its own as it speaks the God’s words to him from within its mirrored world. The God counts as a five-dot guide for the recipient.

If, for some reason, the activation roll of this Boon should botch, the intended link is established but in reverse. The God may spend the Legend and contact the recipient through reflective surfaces, and the recipient may accept or decline the contact. The conversation lasts only for as long as the recipient wants it to. A God can gain a lesser-dot guide from a botched application of this Boon (one suited to the recipient’s power and experience), but only if the recipient has useful information or advice that the God himself does not have.

Ren Theft

Dice Pool: Intelligence + Empathy
Cost: 1 Willpower to use
With this Boon, the God uncovers someone’s True Name (his ren) and uses it to compel that person. To be more specific, it grants a God the mental wherewithal to understand someone’s True Name fully enough to be able to use it to compel that person. A True Name is more than just the sound a person makes to identify someone, it is the discrete, unique expression that sums up someone’s very soul. A person is his True Name, and vice versa. To be able to define and understand the ren is to have an enviable power over the person to whom it belongs.

Uncovering a person’s True Name is not easy, though. Most people aren’t even aware that this concept exists, and many of those who are don’t have any idea what their True Name might actually be. To uncover this information, the God must watch the person whose True Name he wants for one whole year, catching at least eight uninterrupted hours every day. At the end of that period, the character’s player may roll (Intelligence + Empathy).

If the roll does not garner enough successes, the character must engage in another full year of examination, culminating in another roll. As long as none of these rolls botches, their results are cumulative just like any other extended roll. If one does botch, that subject’s True Name boggles the God’s mind. He cannot try to uncover it again for a number of years equal to his (the God’s) Legend, at which point he may start over.

The difficulty of the roll is based on how powerful the character in question is, and it can increase as the character ages (and his True Name changes in accordance). It starts at a base value and adds a set amount relative to the subject’s Legend. The difficulty is as follows:

Type of Subject Base Difficulty Plus
Mortal 5 (Legend + 1)
Supernatural Creature 7 (Legend x 2)
Lesser Immortal 6 (Legend x 3)
Heroic Scion 5 (Legend x 2)
Demigod 7 (Legend x 5)
God 10 (Legend x 10)

(No Titans have True Names that can be discovered and understood by divine minds. Unintelligent and/or non-sentient creatures have no True Names. A God may learn a ghost or spectre’s true name, but he must be able to observe the dead soul for the required time.)

Once the God has accrued enough information to decipher a character’s True Name, that knowledge remains accurate until the character’s Legend increases or decreases. If the character in question becomes the avatar of any of his Purviews or uses an Ultimate Attribute, that momentous event can alter his True Name as well. A significant alteration of any sort renders the old True Name invalid and requires the user of this Boon to start over again.

While the uncovered True Name remains valid, the God retains considerable power over the subject. He need only spend a point of Willpower, speak the character’s True Name and speak aloud a command. Wherever the subject is, whatever he’s doing, he hears the God speak his name, and he is compelled to do everything in his power to achieve the spirit of the God’s command, no matter how long it takes. He cannot resist this compulsion, nor can he work against the completion of the task he’s been ordered to perform. More to the point, he doesn’t want to. Doing his master’s bidding is his motivation and life’s goal. Even if the completion of the task will surely result in his own death, the character willingly hops to it.

He cannot turn aside from the completion of the task unless either his Legend increases, his Legend decreases, he is killed, he uses an Ultimate Attribute or he becomes the avatar of one of his Purviews. He cannot kill himself or perform either of the latter two actions in defiance of the task. Only if such actions come up in the natural course of completing the task can he perform them willingly.

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