Professional Documents
Culture Documents
Difficulty 3: Hunt
Hunt is a planning miracle that lets a Strategist
catch and bind an Arcanum. Specifically, an
Arcanum with power closer to a mortal’s than a
Difficulty 6: Infusion hard to get the most out of it unless the character
Infusion uses an Arcanum to grant someone a is in tune with their Sphere—e.g., has high
temporary Bond, transforming them as Fugue, lets the wish do what it wants, and/or
appropriate to manifest the Bond’s truth. It’s a specifies things that are mostly aligned with the
quick process if the Strategist has done this Sphere’s natural inclinations.
particular infusion before but Time-Consuming if
they’re innovating a new Bond. The effects last 0- Level 8: Invocation
2 stories or until the Strategist applies a new Invocation is a Time-Consuming action to stretch
infusion to that target, cancels the infusion with a the possible uses of one of the Strategist’s
specific mundane procedure, or something Arcana. Both the stretching and the final use
breaks the effect. brush the top end of the cinematic/low-fantasy
Greater Infusion allows extraordinary spectrum, and the final action is stored in a quest
transformations and Bonds with extraordinary slot for immediate, later, or repeated use. Like
Techniques. It lasts until the Strategist applies a Traduction, when used, Invocation is
new infusion, cancels it with a specific mundane functionally a mundane action with the same
procedure, or something breaks the effect. level as the miracle and a default 3 Edge.
Greater Invocation (level 12) is a planning
Level 7: Inchoation miracle to chain, bind, banish, or attack someone
Inchoation creates energies from the character’s from afar. The plan can include using weird ritual
Sphere. This can manifest Unreal Sphere powers that only exist within the aegis of these
phenomena instantly, birth simple Arcana and particular plans. If the target is a viable Arcanum
paraphernalia as a Time-Consuming effect, or for the target’s deck, the miracle’s effects are
enkindle meaningful influences and artifacts as a faster—maybe even instant, not even really
Very Time-Consuming effect. requiring an actual stated plan, if the target would
Greater Inchoation is a wish. It creates and be vulnerable to Hunt.
shapes powerful energies of the character’s
Sphere. It can be used to do a lot of stuff, but it’s
Wyrd
Difficulty 0: The Wailing Rite The Greater Revenant Rite (diff 6) lowers
The Wailing Rite activates “infection state.” The effective Infection by a point for a scene,
character becomes a doomed living weapon: anywhere, anywhen. Or, it mitigates a problem
• each point spent on the Four Costs counts as like the infection for a scene, in the Strategist or
two. someone else. When spending an XP Action in
• oaths sworn in Creation become invalid. the sanctuary (etc.), it can even erase such a
• their starting Costs are fixed where they are. problem for good!
• Destruction and Unfettering become stronger.
• ... but they no longer recover Cost at the Difficulty 3: Contagion
beginning of every chapter and every story. Contagion inflicts curses or blights based on the
Infection state can only be deactivated during character’s infection. The effect is Unreal, and
certain major story events. It sometimes activates lasts for at most two dawns or twilights after the
on its own unless the Strategist takes damage to miracle ends.
fight it. Greater Contagion (diff 7) inflicts stronger
The Greater Wailing Rite (diff 4) is a desperate curses or blights in the form of Geasa that last for
flight from the world: 0-2 stories. The normal target is a person;
• It increases a level 0-5 Infection by +1. affecting other things takes more time, potentially
• If not already active, it attempts to activate the even a lot of time (if affecting, e.g., the State of
Wailing Rite. New York.)
• It grants access to 15 points of the omni-
applicable Cost, Desperation, lasting the scene. Difficulty 4: Destruction
• It grants a +2 Ability bonus to “destruction” and Destruction unleashes a personalized power of
“fleeing the world to the comfort of the void,” un-creation. It normally has a fairly narrow
including to intermediate steps, selection of applicable targets. When the Wailing
•... but lowers Ability to 0 for everything else, and Rite is in effect, though, it can target anything.
doesn’t let the Strategist spend Desperation as This is a Bleak power; hard work and love form
Wear. Wards against it, and mortals can sometimes
This Rite lasts until the character reaches the exceed themselves to resist it. Its effects on λ-
void. It auto-activates at Infection 6. beings are Unreal.
Greater Destruction (diff 8) unleashes a related
Difficulty 1: Elysium but substantively stronger personalized power of
Elysium transports the character to their un-creation; all other details are the same.
sanctuary from appropriate symbolic entrances
anywhere. For instance, they might walk around Difficulty 5: Shattering
any bookshelf to get there. The Shattering Rite can only be used when the
The Greater Elysium Rite (diff 5) makes this Strategist takes 5+ points of damage. It
more feasible, ensuring that they, e.g., can find a unleashes a (specific) Unreal disaster. It only
bookshelf. If there’s any chance that they can find needs an action if the disaster is something the
an entrance to their sanctuary or construe character retains meaningful control over;
something as one, they succeed; if not, they may otherwise, it doesn’t.
be able to reverse this unfortunate state of affairs Greater Shattering (diff 9) is used when the
by taking damage. Note that as a Rite, it can character just can’t take it any more. They turn
pierce through Wards that might otherwise seal into a giant symbolic monster, and they rampage.
them from their goal. The monster, and the details of the rampage, are
not always the same. This power is Unreal at the
Difficulty 2: The Revenant Rite GM’s option—sometimes the rampage happens,
The Revenant Rite is performed when spending sometimes it’s retroactively allegorical or
an XP Action in the sanctuary, skipping an XP approximate, depending on how well it fits the
Action to be in the sanctuary, or spending a lot of story of the game.
time recuperating in the void. It lowers Infection
by a point and recovers 3 points in Costs.
Difficulty 6: Unfettering decent Ability or a few minor powers, spend its
Unfettering dodges miracles, magic, and tiny 2-point Cost pool on stuff, and vampirically
metaphysical/spiritual effects that assume that push that Cost pool onto someone else.
their targets are real by pointing out that the Maintaining control over the minion requires a
Strategist is in fact a λ-being and not a part of the quest slot.
world around them whatsoever. Which miracles The Greater Casting Rite (diff 11) is a very time-
make this assumption? That’s up to the person consuming effect that warps the whole world
invoking the miracle, whether they have reason around the Strategist into a twisted space that fits
to suspect Excrucian presence, and whether they their heart. The logic behind the upgrade is that
worry about it—but assuming that targets are both forms of casting are about externalizing
real, in reality, is the default. When the Wailing (“casting”) bits of the self.
Rite is in effect, Unfettering can be invoked
without an action, and lasts the scene. Difficulty 8: Masking
The Greater Unfettering Rite (diff 10) is a Time- The Masking Rite is a time-consuming Rite for
Consuming power that breaks the grip of altering the character’s personality or identity.
metaphysical, spiritual, or psychological effects or The character changes themselves—often to
fundamental, or widespread local conditions on create a new worldly personality and identity that
the target. This includes physical conditions and “seems to check out” under mundane
λ-aware conditions and effects. If the effect is investigation, but sometimes just to mess around
ongoing, like, say, the widespread condition of in their head. The effect is generally recorded as
“gravity,” the effect lasts while sustained plus a a Geas and stored in a quest slot.
few chapters. Otherwise, or if the Strategist pays Greater Masking (diff 12) is a stronger version.
for the epic form, it can be effectively permanent. It’s implemented as a wish. It’s explicitly allowed
Like Greater Contagion, Greater Unfettering to be extraordinary. But most importantly, it allows
normally targets a person, but can be applied to the character to impose a destiny or goal upon
other or larger things with a greater time the identity they create or the alteration they
investment. make; the wish will inexorably move events
towards that destiny or goal. The Strategist is
Difficulty 7: The Casting Rite unable to use the Masking Rite to undermine
The Casting Rite is a time-consuming Rite for this self-alteration until that destiny is realized ...
forging a minion out of the Strategist’s heart. The or until they use this power again to change their
minion is not terribly impressive but can mind and their goals.
manipulate emotions to a certain extent, have a