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Ink & Sigil Jumpchain 2.0

The Ink & Sigil Jumpchain 2.0 centers around Al MacBharrais, a cursed Sigil agent in Scotland, who must navigate the magical world while dealing with the death of his apprentice and CIA secrets. Players can choose from various origins, locations, and perks, with the jump lasting ten years and providing 1000 Sigil Points for customization. The document outlines different character types, abilities, and items available for players to enhance their experience in this magical setting.
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0% found this document useful (0 votes)
9 views33 pages

Ink & Sigil Jumpchain 2.0

The Ink & Sigil Jumpchain 2.0 centers around Al MacBharrais, a cursed Sigil agent in Scotland, who must navigate the magical world while dealing with the death of his apprentice and CIA secrets. Players can choose from various origins, locations, and perks, with the jump lasting ten years and providing 1000 Sigil Points for customization. The document outlines different character types, abilities, and items available for players to enhance their experience in this magical setting.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Ink & Sigil Jumpchain

2.0

By Ze_Bri-0n

Around this Earth, there are a handful of Sigil agents, tasked by the Irish goddess Brighid to
cover up as much of the world’s magic as possible. Al MacBharrais, situated in Scotland, is one
of them. Unfortunately, he is also under a pair of curses, one of which drives away anyone who
hears his voice, one of which assassinates his dependents. He only knows about the first one,
but the evidence is piling up, so he’ll find out about the second shortly. Unfortunately, the
unlikely death of his latest apprentice will bring him into contact with one of the CIA’s many
secret projects..

You arrive the day Gordie (the aforementioned apprentice) dies in a wholly deserved raisin
scone incident. The jump ends after ten years. You may swap gender and select your age for
free, or be 25 years old and add as many d8s as you desire. In any case, you get 1000 Sigil
Points (SP).

Origins

You may take one of these, which determines who you are in this world. Each comes with
discounts.

Drop In (Free) You appear at your starting location with no new memories or relations.

Sigil Agent (200) Sigil agents were created as a response to photography, to limit the coverage
and evidence of the supernatural within modern media. They negotiate humanity’s treaties with
the various pantheons, and send the minions of those pantheons home when they overstay
their welcome. You are one of them, with full knowledge of their mystical oral tradition.
Faery (100) You are a descendent or creation of the Tuatha Dé Danann, probably a hybrid of
human and something else. What that means is hard to determine; most all of the Fae have the
innate magic to create illusions, cast spells, and travel between Earth and the Fae planes
through a number of gateways, but they’re a varied, motley bunch, yourself included. You gain
access to the Faerie species section.

Spooky Bastard (100) You work for the Central Intelligence Agency, or a similar covert security
agency of your choice. Your whole job is international wetworks - intelligence gathering,
sabotage, etc.

Location

Pick one or roll a d8 to determine your location.

1.​ Glasgow, Scotland


2.​ Edinburgh, Scotland
3.​ Chattanooga, USA
4.​ Tempe, USA
5.​ Melbourne, Australia
6.​ Taipei, Taiwan
7.​ Halifax, Canada
8.​ The Fae Court in Tír na nÓg

Faerie Species

Only those with the Faery origin have access to this section, and it becomes an altform
post-jump. There are numerous varieties, so if you want to vary things a little bit, I’m not going to
stop you. Those who take Obscure Tuatha with one become the ancestor and divine ruler of
their species, rather than a member, but still get full benefits.
Sidhe (Free) Like Harrowbean or Coriander; unnaturally beautiful, and skilled with glamours, but
basically a human magician with an iron allergy. Coriander is an extreme case, of course.

Pixie (+200) The most iconic race of Fae, at least in the modern world, these diminutive
creatures have the advantage of wings, but it’s hard to get around being Tinkerbell’s height.

Bog Troll (100) Larger and more dangerous than Internet trolls, these are green or gray brutes
that have very tough skin and very poor odors. Most have funny names they think are scary, but
they’re deadly things themselves.

Clurichaun (Free) Alcoholism; the Faery. They’re about human height, but move unpredictably in
combat. Usually due to being drunk, which probably doesn’t impair them as much as it should.

Bean Sidhe (100) Creatures known for predicting deaths among loved ones and the Fae
through uncontrollable wailing. Oh, and they can fly.

Selkie (+100) A beauteous human with a fiat-backed, respawning skin which allows you to take
on seal form. You can handle iron and are known for good looks. You may have some other
magic, but the folklore implies otherwise.

Hobgoblin (Free) Diminutive creatures with light blue or pink skin. They can teleport short
distances, and are surprisingly powerful magicians.
Blue Man of the Minch (100) Aquatic fae with black eyes and cerulean skin. Generally about five
feet tall, but known to sink ships and outwit modern ocean surveillance. Don’t seem to be
immortal, but have impressive lifespans.

Yeti (200) The sterile offspring of an Irish god and a Norse giantess, Yeti are twelve foot
humanoid covered in white fur. You’ve inherited your mother’s iron tolerance, frost magic, and
eagle shape in addition to her superhuman strength. Also, you can create spirit-destroying
blades of ice, and your mixed heritage allows you to travel through the World Tree in addition to
the Fae planes.

Oilliphéist (400) A massive sea serpent who can create chimeric, battle-ready minions by
spilling nine drops of their blood into mud or water. That last bit may have been a unique power,
but you’ve got it too.

Perks

As usual, discounts are half off, or free if stated.

Luckless (Free for the jump, 200 SP to keep) You are not affected indirectly by fortune or
probability manipulation. You can still be cursed or destined yourself, but you won’t be
“coincidentally” killed for getting close to someone.

Invocation and Intercession (100) Whether or not you have actual faith in it, you are under the
aegis of a particular pantheon - your choice which. Your worship can feed and strengthen them,
no matter how hollow it is. In exchange, they will protect your soul from oblivion and spiritual
poaching. You can pray for other miracles too, but that’s up to them. This also applies to their
counterparts in other worlds, though you can still reach your original protectors.
Ancestral Blessing (200) The power of your forefathers does not and has not faded with time. If
your lineage has already lost some powers - or if they skipped you - you can reclaim those gifts
with effort, but this won’t make you into a deity from a demigod. At best, it can make you
semidivine because of distant godly ancestry.

God-Blessed (200) Gods and such find you naturally persuasive and likable. When that isn’t
enough, you have a sort of talent for a specific creed or custom, giving it greater weight and
making it more intuitive. It even applies to derived magic, and unties the hands of various
deities. The narrower the better.

Chance Meetings (200) Like Al, you have very good luck meeting people. Mentors, students,
patrons, allies, and life partners will fall into your lap, apparently by luck. At least once a decade,
you’ll coincidentally run into and establish a friendly relationship with someone who will save or
positively transform your life at a later date.

I Came Prepared (200) You have a rare talent for creating and tailoring the specialized
countermeasures mages use to break curses and punch above their weight class. It requires a
certain amount of time and knowledge to invent them, but it helps to stay on theme and be
specific.

Comparative Religions (200) Your supernatural power pools are more of less interchangeable.
Mana is chakra is ki is mana, but angels don’t drink orphan blood and water doesn’t feed
flames. Also, you can apply - and design spells that apply - the magical principles of one world
to the fruits of another with relatively little issue.

Wiederganger (300) In the event of your death, you may choose to return as some sort of
revenant; an undead creature driven by an overwhelming need for revenge. This creature is
considered alive for chain purposes, but dies when bodily destroyed, or if you manage to
avenge yourself. After that point, any 1UPs take effect. Even when you’re alive, your cognition
and spell casting are less reliant on your physical brain, so you can ignore concussions and
long Covid. Even instant brain death takes several seconds to set it.

Not Just Canadian (300) You’re more than you seem, so for this jump and this jump only, you
may purchase a second origin, and gain all associated discounts. You still have to pay for the
more expensive of the two.

Accountant (100, Free Drop In) You are a fully educated and accredited accountant, with a
particular skill for the laundering and embezzlement of money.

Professional Wanker (200, Discount Drop In) You are a professional black-hat hacker, with all
the skills necessary to steal personal information, hack bank accounts, and set up all sorts of
useful programs, usually malware.

Wizardry or Witchcraft (400, Discount Drop In) You are an intermediate, mortal magic
practitioner. There are many styles to choose from, as every religion has a few grimoires lying
around and popular fiction can manifest in reality, but let's stick to one for now. Some come from
a single volume; others from a diverse tradition. Do not restrain yourself to what’s been seen
explicitly, and feel free to exploit syncretism. This may be purchased multiple times, but only the
first is discounted to Drop Ins.

Battle Seer (600, Discount Drop In) You have semi-divine combat clairvoyance, which comes
with supernal awareness of weak points and the best way to exploit them. It also spoils
unpleasant surprises in general, traps included.
Interdimensional Border Agent (100, Free Sigil Agent) You are a trained investigator with a
focus on monsters and magic. Additionally, you have a general idea of what's out there and how
to police it. This updates every jump.

Paralegal (200, Discount Sigil Agent) You are a skilled diplomat and fully qualified contract
lawyer, with experience negotiating with Fae, gods, and other things besides. You also know
how to bind treaties to torture or disintegrate violates with the Sigil of Dire Consequences. Your
specific version requires only mundane ingredients, and can ignore issues like immunity to
magic, a lack of pain receptors, and Druidic meditation techniques, so it’s more reliable than the
original.

Neutrality (400, Discount Sigil Agent) You are at least vaguely aware of almost every covert and
paranormal group in the world. You also have means of contacting them if need be, and they
accept you as an unaligned third party who can not only negotiate between them, but with them
on humanity’s behalf. Even beings that normally refuse to bargain with humans are often
amenable to you. Furthermore, all understand that you are not to be harmed for completing your
duties and enforcing any deals or treaties you and your successors oversee, though that might
not stop the worst of them.

Master Jumper (600, Discount Sigil Agent) You have been a sigil agent for multiple decades,
and have all the experience and skills one would expect. You can negotiate with and police
extraplanar visitors with practiced ease, even if that means running circles around the CIA and
HMRC after a long day of expertly fighting trolls and leprechauns. Better, you know all there is to
know about sigils, from creation to usage. You also have some teaching experience, so you
could easily train an apprentice.

Brevity is the Soul of Wit (100, Free Faery) Brighid demands a certain amount of poetry from her
subjects, and you know more than most. You are a passable professional poet, and have
memorized the complete works of William Shakespeare, Geoffrey Chaucer, William Blake, Lord
Byron, John Keats, Edmund Spenser, Nathaniel Hawthorne, Edgar Allen Poe, Samuel Taylor
Coleridge, Robert Frost, Sylvia Plath, and Walt Whitman, which may serve as inspiration.

Unforgivably Beautiful (200, Discount Faery) You are a perfect 11/10, at least by the mortal
scale. Anything you do or wear, you make look good, and even a single interaction is enough to
make people pine after you for days. This makes people adverse to harming you, sometimes
even in contrast to their own natures, and probably has benefits in bed as well. For double
points, you’re Coriander’s equal, and appear as the perfect mate of the beholder. Naturally, that
may be toggled at will.

Fatal Flaw (400, Discount Faery) Iron is anathema to magic, the Fae’s more than most, but
you’ve found a true workaround, possibly with the help of the CIA. No matter what you are or
what magic you use, you can not only bear iron’s touch, but use magic upon it like any other
metal. Similarly universal weaknesses also lose sway, though racial and personal vulnerabilities
may still apply. Gods and comparable forces may share these immunities with their servants
and any system of magic they create or manage.

Obscure Tuatha (600, Discount Faery) You are not one of the lesser Fae, but an old god and
ruler thereof, with all the right power and skills. Like all deities, you can hear prayers, send
omens, and appear in dreams. You can develop additional powers by convincing people you
already have them. You gain access to the Godlike Power section but must take Land of Eternal
Politics for zero points.

Boot Camp (100, Free Spooky Bastard) You have the basic skills of a CIA agent, which mostly
means espionage and spycraft. It’s less glamorous and dramatic than the movies say it is, but
it’s a foot in the underworld’s door.
Stitched Lips (200, Discount Spooky Bastard) Neither torture nor paranormal powers will ever
force you to divulge a secret you do not want to. Furthermore, your instinctive reactions don’t
give you away as easily as another person’s might.

Secrecy (400, Discount Spooky Bastard) You may find yourself wondering how the CIA knows
about the Fae. The answer is that it's the goddamn CIA. If that makes you wonder how much
the rest of the government knows, the answer is that it’s the goddamn CIA. In any case, you
automatically know about any major conspiracy upon entering a jump, as well as how to make
contact with its members or beneficiaries who may be useful. If any new conspiracies form while
you’re there, you have a very high probability of the same, though it isn’t totally guaranteed. In
any case, your memories of such cannot be erased, you cannot be mind controlled to assist the
hiding portion, and your knowledge of such is hidden from most hostile clairvoyance, telepathy,
or precognition.

Glorious Science (600, Spooky Bastard) You have applied science to the supernatural, and now
know how to perform inhumane surgeries that will grant the Fae immunity to cold iron. In fact,
you’ve perfect them, allowing you to immunize the creatures without twisting their minds or
poisoning them with drugs, though you can do both. Given time, you can find other scientific
workarounds to supernatural issues, particularly since you are a professional research scientist
with broad knowledge of several disciplines.

Items

You receive an additional 600 SP for use in this section alone. Anything damaged or expended
is replaced after 24 hours unless otherwise stated.

The Book of Five Meats (Free!) The world’s first philosophical text written by a dog. What do you
mean he never recorded and published it? This text is divided into five sections; the Ways of
Poultry, Beef, Seafood, Deli, and of course, Sausage. It’s surprisingly insightful, and good for
many laughs.
Cold Iron Weapon (200) A weapon of your choice, masterfully forged from thunderbolt iron and
alloyed with iridium, making it quite strong. It is also marked with permanent Sigils of Cold Fire
and the Iron Gall, making it deadly to most monsters and magic. Additionally, your Benefactor
has placed a unique but reverse engineerable enchant on it, which ensures its ferrous
properties spare those its welder doesn’t want them to affect.

Hobgoblin Paragon (200) A man-portable object with some very particular magic worked into it,
creating a link to your family. It acts as a sort of real-life karma meter. So long as your clan wins
glory and acts honorably, prosperity and good fortune will follow you all the days of your
lengthened life. Even your magic runs smoother, if not exactly stronger. Poor behavior, on the
other hand, means bad luck and such, though no interference with your powers. Losing the
paragon is especially bad, so it only returns every decade. You may adopt others into your clan,
and this comes with the knowledge to create new paragons at weddings, even for
non-hobgoblins and without adoption, though it’s more effective for Fae than mortals and mages
than mundanes. This has no effect when sealed in a warehouse, and is free with five or more
purchases of Wick Dade.

Nanshe’s Candle (200) A small beeswax candle that was probably made in Sumer before any
living civilization arose. Archaeological value aside, it can magically compel truthful answers
from anyone who beholds its flame, even the Iron Druid himself.

Divine Favor (300) The friendship - and a significant marker - from one of the old gods or their
peers. The Morrigan considered this the finest of all currencies. Others disagree. You get a new
favor every jump - from a local power if applicable, from your old ally if not. Don’t ask why they
can answer your call.
Wizard Van (100, Free Drop In) A van perfectly personalized to you, with whatever artwork and
amenities you would desire, within reason.

Warded Home (200, Discount Drop In) You own a medium flat somewhere in the world, a
modern dwelling with all utilities provided by fiat. You pay no rent or taxes on this location, and a
friendly witch or Sigil Agent has provided your home with enough defenses to stop most spirits,
monsters, and curses cold. It helps that it's built of mostly natural materials, which channel
magic more efficiently than modern materials.

Company (400, Discount Drop In) A local business of your choosing, with a few hundred locally
sourced employees. It basically runs itself, but you are the ultimate owner and will benefit
appropriately. Also, it provides a number of weirdly airtight ways for you to launder money.

Unhallowed Altar (600, Discount Drop In) A portable altar infused with a reservoir of “blank”
faith. If you place an icon and make any sort of sacrifice of any sort upon it, you may instantly
create an incarnation of the appropriate deity or pantheon. Your interpretation of choice will
always be dominant, and you can create other sorts of divine tulpa or egregore - and hybridize
them - with metamagic perks or the right knowledge. Unfortunately, the energy only refills once
a jump or decade, though perhaps you can speed this up.

Ink Supplies (100, Free Sigil Agent) A replenishing supply of everything you need to make
magical inks, including tardigrades and trollskin. Two Sigils of Knitted Flesh, two Sigils of
Healing, and two Sigils of Lethe are already prepared, and have the effects you might expect
from the names. There’s also three burner phones and a fragile monocle that allows you to see
the magical spectrum.

Hats and ID (200, Discount Sigil Agent) Two black hats and an identification card. The latter is
marked with a trio of sigils that grants you authority in the eye of the beholder. The former is
marked with the Sigil of Swallowed Light, which prevents you from being seen by cameras. All
are marked with sigils that somehow don’t run out of power.

Barghest on Demand (400, Discount Sigil Agent) You have a contact with the Barghest
breeders, who are willing to provide you with up to three a month, plus any more you can pay
for. Their ghost dogs are supernaturally outstanding trackers, who can shut down the magic of
anything they catch. They can also fly and phase through mundane matter, though not bare
flesh.

Ward Network (600, Discount Sigil Agent) A divinely crafted map of the world, with Wards of
Imbalance, Sigils of Gentle Alarm, and symbols of Ethereal Scriving scattered throughout. By
observing its markings - which update every hour - it is possible to track the passage of gods,
demons, and faeries to and from Earth. This map conforms to any other world you like in future
jumps.

Best Boosted Spirits (100, Free Fae) An honestly stolen barrel of Scotland’s finest whisky,
enchanted to help supernatural types get drunk on it.

Kinetic Wards (200, Discount Fae) A ring, fitted to your finger and enchanted to provide shelter
from kinetic attacks. It’s not invincible, but it’s impressive work, and will protect you even from
machine gun fire. Its energy is limited, but it can store quite a bit and you can channel some of
your own magic into it if you can’t wait for a recharge.

Old Way (400, Discount Fae) You have free travel privileges through Tír na nÓg and the eight
other Fae planes. In light of this fact, a network of Old Ways and bound trees will follow you into
future jumps, connecting to an empty plane or a realm you control. Both provide easy and
extremely quick transport between the Fae planes, main setting, and other connected planes,
but the former requires specific knowledge and the latter requires specific magic, so this comes
with instructions for the former, specifically in the form of a manual containing all locations and
protocols.

Permanent Estate (600, Discount Faery) A small, medieval-ish fiefdom, with a handful of
magical or modern amenities thrown in, situated on a Fae plane or a pocket dimension,
equipped with beer, apples, or pigs of immorality. Whichever you choose, it comes with a
hundred or so Faery followers and an Old Way you can place in each new jump. If you know
how, you can easily create gateways to this location. Really, the only thing missing is a set of
siege walls. Free if discounted with Obscure Tuatha.

Nice House (100, Free Spooky Bastard) A home well above the average CIA agent’s pay grade,
with a large lawn and state of the art security systems. All utilities are provided by fiat, and you
do not need to pay rent or taxes on it.

Black Site (200, Discount Spooky Bastard) A hidden base in a nation of your choice, supplied by
fiat and manned with a variety of follower personnel. They are willing and able to do all sorts of
espionage and mad science in your name, though optionally they are technically sanctioned by
a government of your choice, which also makes you technically sanctioned by the same.
Naturally, you get to pick the location and allegiance every jump.

Sigils of Reckoning Truth (400, Discount Spooky Bastard) One of your paranormal contacts has
sent you four cards containing prepared Sigils of Reckoning Truth. If the card is broken, the next
person to see the symbol upon it will be disoriented and forced to honestly answer any
questions for a limited time. Repeated use can be damaging, but truth is the greatest commodity
in the Intelligence world.

Monstrous Assets (600, Discount Spooky Bastard) You have a dozen iron-immune Fae under
your command. They can quickly travel the world through bound trees, but can’t take people
with them unless you purchase Old Way or Permanent Estate. They’re abrasive and combative,
but they are also competent and loyal, if only because the drugs they’re addicted to keep
manifesting as long as they serve you.

Pets, Companions, and Allies

A Very Good Dug (100) A loyal canine companion, from a breed of your choosing, who is
capable of turning their savagery on and off at will. Not great with time, as a general rule, but
they can scare off many types of evil spirit. This particular dug is so good that they do not age,
have short-range telepathy, and may drive off evil spirits elsewhere. They’re also protected from
and an exception to magic meant to isolate you. Free dog import, and may be taken multiple
times. Does not require importing into later jumps.

Wick Dade (100) An unusually thoughtful hobgoblin, who has agreed to do chores for you in
perpetuity, as your Benefactor has agreed to give them room and board. You can only assign
them so much work and they’re mischievous as a rule, but they don’t take up a companion slot.
If you’d prefer not to put up with the pranks and stupid name, you may take an alternate version
- let’s call it a Scottish brownie - who is more temperamental, but less prone to misbehavior.
This may be taken multiple times for additional hobgoblins. Purchases after the first are
discounted, and they do not require importing.

Nancy (100) As in “nine ways to.” This powerful seer is an ancient goddess turned urban
legend, and she’s not strictly a companion, despite the placement. Rather, she and knowledge
of her modern aspect appear in later worlds, including the myth that she can be found by
entering the same travel center nine distinct ways in quick succession. Once you find her, she
will answer one and only one question to the best of her fairly extensive ability. Also, she has a
goat and some magical items she may or may not be willing to lend out upon occasion. The trick
is that it has to be the right travel center, and she moves around every year and a day. Once per
jump you may automatically discover where she is, but otherwise you’re in the same boat as
everyone.
D-List Deity (100) A faded and mostly-forgotten god, like Momos or the pre-Epic Ishtar, whom
you have a positive relationship with, and is interested in following you into later worlds.
Perhaps they’re just looking for a fresh start?

New Friend (200) Any one person from this jump can be made into a companion, with their
previous powers becoming fiat-backed. They do not need to be selected ahead of time, but you
do need to convince them to come along of their own free will. This may be purchased multiple
times.

Covenstead (200) In theory, witchcraft is self-defense, and the privileged magicians called
warlocks cause the real problems. I’m not sure if it tracks, but you may now import a widespread
community of low to mid level mystics from diverse traditions into future jumps, specifically as a
backdoor to power and check on your oppressions-cum-social ills of choice. They aren’t a single
group, they have no particular allegiance to you, they’re definitely not purely benevolent, but
they’ll be there offering services and balancing things in a usually secret-ish way, which may be
useful. Though upgrades and relationships don’t carry over, you’ll always know how to contact a
few. You may substitute other magic systems with the same basic beats that you can carry and
spread as well. If retcons aren’t your thing, there’s always divine inspiration.

Gods Below (300) A traditional pantheon of your choice follows you from world to world, with at
least as much power as they have on this world. Their planes and lackeys follow as well, and
none need to be imported in future jumps. Unfortunately, it is the whole pantheon, though you
may pick a specific version.

Lhurnog the Unhallowed (400) A newborn and weirdly powerful but very reasonable god of
fellowship, scholarship, and gustatory bliss. His favorite meal is warmongers, preferably alive,
though he has been known (for a given definition of known) to eat domestic abusers and just
about anyone else who does violence without sanction. Afterwards, he shits gold. He rules over
a paradiscal afterlife called Celethon, and has some kind of invincibility or immunity to violence.
In either case, it’s still just magic, not some kind of absolute conceptual ability, but he fought off
multiple Olympians during his first manifestation, so he’s no joke.

Import (50 - 300) You may import up to eight previous companions into this jump for 50 SP
each. The last two are free if you buy six slots. Each one gets 600 SP, and may take drawbacks,
except for Fanwork. That said, if you take Fanwork, they also get points for it.

Drawbacks

An Older Chronicle (+0) If you’ve already done the Iron Druid Chronicles Jump, the effects of
your presence now carry over. If you single handedly stopped Ragnarok, everyone will
remember you as a hero, though they might not recognize you now. If you killed the Iron Druid
before he could invade Asgard, then the near apocalypse never happened at all, but Thor is still
a dick and a lot of vampires who really ought to be dead aren’t.

Supplement (+0) You may use this jump as a supplement for any other modern setting - or even
just decide a mundane story of your choice is happening elsewhere in the same universe. In the
former case, keep your point pools separate.

Fanworks (Variable) If one of the rare Iron Druid or Ink & Sigil fan fics has caught your eye, you
may jump there instead, with the assumption that Sigil Agents now exist within it. If the change
is negligible or positive, this is worth 0 SP. If it’s moderately inconvenient, like an 1960s AU, it’s
worth 100 SP. If it adds a new threat to ordinary individuals, but not collective society like a new
breed of monster or a second Coronavirus, it’s worth 300 SP for the upheaval and danger. It’s
worth 600 SP if humanity must now live cheek by jowl with death, or there is a new and credible
threat to the safety of the world as a whole, which the local powers would have serious issues
handling - like the averted Ragnarok. If this adds a clear and present existential danger to not
only the world but you and your companions, despite your otherworldly might, then you get 1200
SP. This has no effect on your purchases post-jump, though might shift things around for the
duration.
A Long Time to Live (+50) Your stay here is extended by 10 years. This may be taken up to ten
times.

Glasgow Accent (+100) You have a distinctive and hard to understand accent, though not
necessarily a Scottish one.

Goddamn Vampires (+100) There is a reasonably old and wealthy vampire who wants you
personally dead.

Mari Lwyd (+200) Unless they strike at you first, you cannot commit most direct acts of violence
against a person without first saying or singing a few lines of verse to them. You must abort the
attack if they respond in kind, but may continue the exercise until one side runs out of ideas.
Note, they only need to fail once to be vulnerable, and there are many curses and indirect
attacks which are acceptable. For example, you could blanket a region in a storm without
contest, and you could sink the ship of a slow-tongued naval captain to get your real target.

Not Nice (+200) Slavic nightmare spirits called nocnice haunt you, seeking to ruin your sleep
and perhaps even end your life. Fortunately, they are easily driven off by a barking dog.

Slightly Muted (+200) You have a medical condition that prevents casual speech. You can still
speak if there's a pressing need, but prolonged or thoughtless speech will be too painful or too
infeasible to contemplate.

By Debt Denounced (+200) You failed to honor some major debt, and are now considered an
untrustworthy pariah by the Fae. If taken with Land of Eternal Politics, you are filled with an
overwhelming shame at this fact, and will have immense trouble refusing to fulfill other favors in
the future.

Meaningless and Priceless (+200) Some member of your in-jump family has cut ties with you;
they will never speak with you again, and that will hurt you every day. The only mercy is that,
while there’s no hope of reconciliation until the jump is over, there’s also no false hope of
reconciliation until the jump is over. And of course, you care deeply for them; it wouldn’t hurt
otherwise.

The Calm After a Storm (+200) You now live in a Slavic nation or plane connected to such. You
also have a new roommate; Perun, the thunder god. You have agreed to let him stay in your
dwelling, and whatever dwelling you move into. He’s usually an affable and reasonable guy, but
he recently ended a long term relationship with an Irish goddess who abused his trust, so he
may be a little depressed about that. Also, he’s trying to gather his people again and resume
caring for the lands he’s responsible for. The former will make your home a supernatural
hotspot, with frequent visits, pilgrimages, and attacks from a whole gamut of forces. The latter is
probably important in some way as well.

Modern Folklore (+200) Lhurnog implies the bar for manifestation is lower than originally
implied. Now it’s much lower. Fiction is generally trapped in its own context, but urban legends
may appear and chain letters will occasionally prove true. The world is now stranger, the sigil
agents are busier, and magic’s secrecy is far thinner than before.

Daughters of the Third House (+300) It seems that Nazi coven the Iron Druid and some Polish
witches took down had a few survivors. Those survivors have a bone to pick you with
specifically, presumably due to you killing several of their sisters (good job on that, btw). They’re
not terribly competent magicians, but they know how to use machine guns and have access to
hellfire through Faustian bargains. Also, there’s three of them and they’ve pilfered a fair amount
of kabbalahistic spells over the years. You may take this multiple times, but keep in mind that
they’ll all work together.

Tyranny of Iron (+300) You have the Fae’s vulnerability to iron. It absorbs your powers and
burns your flesh, potentially fatally. It’s a racial weakness rather than an absolute vulnerability,
but it’s not one you’ll be able to get completely rid of.

Parisoner (+300) You suffer from the rigors of old age, even if you’re quite young. It won’t
shorten your lifespan, and you don’t have to look like it, but living like you’re 65 will get old fast.

Dire Consequences (+300) You signed a Sigil Agent’s treaty, and must now stay off the Earth or
be wracked with terrible pain. The treaty has provisions for official business, emergencies, and
permitted visits, but it’s certainly less convenient. Of course, you may have ways of managing
the pain. For half off, you’re bound to Earth rather than from it, and have some reason to visit
the other planes.

Wide Awake Now (+400) You will be badly betrayed by someone you trust, and it will be wholly
unexpected, both because you’ll forget you took this drawback, and because you really did trust
them. This won’t cripple or kill you, but it will hurt.

Accursed (+400) You are cursed; anyone who hears your voice will gradually come to despise
you. Additionally, your dependents suffer from fatal accidents, and cannot be resurrected during
the jump. For double points, you only know about the first part, but can discover the second by
examining your aura, albeit with some difficulty. For triple, you don’t know about either, and the
second curse is too subtle to be discovered by ordinary means. By default, this curse cannot be
broken but for half off, there is a god or immortal magician you may slay to end it. Unfortunately,
you have no idea who the culprit is, and the luck curse bypasses magic resistance.
Romancing Roxxanne (+600) You are in a serious, exclusive, and committed romantic
relationship with the Morrigan. There are two issues; firstly, she is currently rather dead, but give
her a few months and she’ll solve that one. Secondly, she’s the Morrigan. A few words to keep
in mind, but maybe not say to her face? Temperamental, high maintenance, Chooser of the
Slain, and liable to eat your heart if you break hers. Yeah. She’s trying to be different, but old
habits die hard. Oh, and this is to be a relationship between equals (a first for her), her power
and cunning are now scales to yours - assuming that’s upwards. Good luck! If you don’t swing
that way, there’s a god of similar description waiting for you instead. If you can maintain your
new courtship, you may take your scaled paramour as a companion who will be imported into all
future jumps for free. If you can’t, you get an additional 600 points to spend in this jump for
surviving the break up.

Blue Arrow (+600) Well, this is a little out of place, but it seems you carried on with Buck Foi’s
plan and tattooed your forehead with a blue arrow. It cannot be covered, and anyone who sees
it without magic resistance or companion status will strongly want to give you either gifts or
death, apparently at random, though often one at a time. It’ll be an exciting life.

Land of Eternal Politics (+600) The Tuatha De Danann are probably the best magic users in this
world, full stop, and have literal millennia of practice with manipulation and backstabs. As a rule,
they are fickle and fierce; quick to anger and slow to forgive. When possible, they forget favors
and remember insults. They place little or no value on human life, and prize a sort of honor that
never manages to prevent opportunistic dickbaggery. You are caught up in their cutthroat
politics. Not just in the sense that you live in their planes or are employed by Brighid. You know
and are known in equal measure; you owe and are owed many favors. When that isn’t troubling
enough, bonds of blood and covenant bind you to old gods and their progeny. You’ll see at least
one of the Tuatha six months, and they tend to bring trouble with them - or make it. Oh, and if
you ever get declared wholly dishonorable, even mundane people will shun you alongside the
Fae.
Personal Ragnarok (+600) Instead of a safe place at your starting location, you awaken
standing between a hostile deity - or a being of similar stature - and something they strongly
desire. You have history with them - and not the good kind. Obviously you can’t start with your
Arrow of Godkilling already racing towards them, but you may freely determine other details
such as when and where you are - and what stance you have taken.

The Old Ones Are (+800) The nameless leviathan told Väinämöinen many secrets, but it seems
the ancient gods of cold evil slumbering off the coast of South America were far more terrible
and widespread than she knew. Some of them may be the demon-gods of prehuman
civilizations; others seem wholly foreign. None were born of mankind, and many shift in their
sleep, seeking to bring about the end of all that human hands hath wrought, and perhaps Gaia
itself. The world is now littered with their terrible gateways, ancient prisons, and
shadow-haunted tombs. Most have been contained or fettered or “slain” over the ages, but they
remain - will always remain - an existential threat, and their irredeemably twisted worshipers lurk
in innumerable shadows. If certain forces do not remain vigilant, if certain inquiries are not
curtailed, if certain blood rites are not performed, the world will not endure. If lightly Lovecraftian
isn’t your thing, you may take notes from actual Lovecraft and similarly hopeless universes for
double points. It’ll be the sort of setting where memetic hazards and horrifying eldritch radiation
are the rules rather than the exception; where line extinguishing and troop purging are standard
procedure, and grim necessities. Mankind shall not long survive in such a cold and cruel world,
but perhaps you shall?

Ending

After ten years, you may choose to Stay Here, Go Home, or Move On to another jump. Each
should be relatively self explanatory, though I’ll note home doesn’t have to be where you started.
All drawbacks are revoked, though world-shaping changes remain.

Godlike Power

Only those with the Obscure Tuatha perk have access to this section. The perks herein
represent additional powers that some gods possess, though not all are found among the
Tuatha Dé Danann. You can develop these gifts in other ways, but buying them here allows you
to maintain them independent of your legend.

Idolatry (Free) You can draw power from worship, belief, and awareness, but aren’t influenced
by it. With active worship, you can even return from death. Unlike other gods, you also get a
trickle of energy ex nihilo, but only a trickle. If you prefer to be stronger than Cliodhna, you may
pay 100 SP to double that stipend. This upgrade can be taken multiple times and stacks linearly.

Old Druid (Free) You can draw upon the Earth’s magic while in contact with it, and have
mastered the magic that grants you. You have the most piercing insight of any magician, making
it trivial to bind the elements together, tear them apart, or divine the future. The elementals
speak to you, and you have a limited ability to shapeshift, specifically into a set of four
predetermined forms; one hoofed, one clawed, one avian, and one aquatic. Unlike other Druids,
your magic is not reliant on a tattoo or limited to this one planet, though you can toggle the
tattoo into being when you like.

Divine Implement (Free) One or more of your powers from this section require a unique focus,
akin to Zeus’s quiver or Odin’s chair. This object is fiat backed and within your possession, but
losing it will restrict that power to a third of its full strength and precision. Alternatively, the power
belongs entirely to the object, and may be wielded by whosoever holds it. In either case, any
powers imbued with items are half off. This can be applied to an existing item, and you may
have as many or as few such items as you desire.

Birds or Bees (50) There is a specific species - or group of similar species - you have a divine
connection with. You can see through the eyes and hear through the ears of those within your
territory or service - and perhaps in your vicinity, with enough power. You can command them by
divine fiat, may talk to them without bindings, and are one of the foremost experts on their
biology and behavior. Their supernatural counterparts are not exceptions. This may be
purchased multiple times.
Sláinte (100) You excel at influencing minds and fate to grant deniable little blessings of good
fortune, joy, fortitude, health, togetherness, and prosperity.

Celtic Muse (100) The Morrigan could fake it, but you’re the real deal, and can easily grant
artists and scientists inspiration, dedication, and skill beyond their wildest imaginings. You can
also invert it to ruin them. With the right powers, you can guide or inspire people in other ways
too.

Become Ethereal (100) Like a rakshasa, you can transform into an invisible thing of the ether, a
netherworld between planes. Water will impede you in this state, but you retain your other
magics, are otherwise spiritual, and may enter the bodies of others, potentially asserting control
in the process.

Fairy Magic (100) You have access to the potent and flexible magic displayed by the lesser Fae.
It’s often inferior to Druidry, nevermind divinity, but it has capacities unknown to either, especially
when attached to a godly energy source. Have fun casting glamours and animating minifigs.

Magical Patronage (100) Not only can you grant people some of your powers or imbue them
into items, you know how to create and empower a system of magic, restricting access and
effects as desired. Also, your reach on your Divine Implements - or similar - exceeds your grasp,
and they can be lent out more easily.

Luck of the Irish (100) You’re no aspect of Fate, but you have access to some reasonably potent
luck magic, which works sympathetically. You’re talented with other entropy magics, but it’s
especially effective within your divine province and spheres of influence, whether you have
specific powers there or just a reputation for ruling it.
More Than Camouflage (100) You're one of the few Druids who can genuinely turn invisible.
This is technically a specialized binding rather than an innate power, but that just makes it more
flexible.

I Tell Yee Three Times (100) Like the goddess of poetry, you have a special, unfalsifiable
three-toned voice, which you can toggle at will. When speaking in this manner, you cannot
directly lie, nor can your words be distorted by illusions or perception filters. Other supernatural
folk - and some ordinary people - will intuitively recognize that you cannot outright lie in that
voice, unless you’d prefer they didn’t. Do note the limitations.

Geasa (100) Agreements have power in Tir na nOg, and even demons must keep their
promises. You can magically bind oaths you are party to, preventing or punishing violators. It’s a
bit vague, but it’s a hard spell to break or defend against, even with iron.

Oracle (100) You are highly talented with divination, whatever the system and whether
precognitive or forensic. You’re especially effective within your divine province and spheres of
influence, whether you have true power there or just a reputation for ruling it.

Spectral Soldiers (100) You can perceive and interact with the shades of the dead, whom you
can summon from any afterlife on any day of the year. With consent, you can make them - and
other dead or dying - into riders in your Wild Hunt. These warriors are tireless, invisible, and
selectively intangible, but powerful or specific magic can still affect them. You cannot conjure
them again if they are slain in your service, though you may rest assured they’ll reach their
natural afterlives, all else being equal.
Telepath (100) You can send mental messages to humans, and receive them as well. You can
also create actual networks and maintain them over a distance. Free with True Vigor.

Cailleach (100) You are resistant to frigid temperatures and hold the frigid magic of winter. Ice
and snow and blizzards are yours to conjure and command.

Perchance to Dream (100) While all gods can appear in dreams, you are especially adept at
manipulating them. You intuitively comprehend their magic, even if you can’t wield it, and hold
power over oneiric beings, such as the Slavic nocnice and Roman somnia, being capable of
sensing their presence, warding them away, and binding them into service. Also, you can
magically render people unconscious, and act upon people through their dreams.

Herblore of Airmed (100) You know the sum total of the world’s herblore, and may brew teas of
immortality. Free with Knowledge of Miach.

Psychopomp (100) You may guide and ferry departed souls to their final destination.
Sometimes, you can even redirect them. Being on site helps, but isn’t strictly necessary. Free
with Chooser of the Slain or Return Trips.

The Magic Touch (100) While it isn’t usually combat-applicable and wouldn’t work on a ghost or
such, you have the magic to make things more tangible, allowing you to forge the cloud, braid
the sound, or string the rainbow, among other things. It takes superb skill to weave a shadow or
sharpen a sunbeam, but it always leads to powerful and supernatural objects. Also, you can find
and interact with things that are supposed to be metaphorical, sometimes including your own
perks or items.
Griain-éigis (200) You are competent with every skill native to Ireland circa 200 AD, plus many
others. Your skills never atrophy, and you learn with frightening speed.

Herculean Strength (200) Even without Druidic strength, you can lift the average car. Naturally,
this comes with proportionate stamina, reflexes, and durability, plus an affinity for monster
slaying.

Huntress (200) You are an exceptionally competent hunter, tracker, and trapper. You are
amazingly skilled in horseback archery and can quickly clean a kill. Your senses are
superhuman and you may control animals, particularly hunting beasts.

Mac Lir (200) You hold authority over the sea and creatures thereof. You can thrive beneath the
waves and draw upon their magical energies on contact. The waters even seem to teem with
strange elementals. For an extra 100 SP you’re outright hydrokinetic.

Through the Fire and the Flames (200) You can conjure, control, and extinguish flames. You
may also become fire to fly. As a side benefit, this enhances smithing and comes with access to
demon-slaying “Cold Fire,” which also affects the intangible. For an extra 50 SP, you are a sun
god, and may produce solar illumination or blazes when necessary.

Polymorph (200) Unlike your cousins, who have only druidic shapeshifting, you can shapeshift
in almost whatever way you like, even if that means turning into a giant sea cucumber or hiding
weapons inside your own body. With greater difficulty, you can also transform other people,
most easily into animals.
Messenger (200) Your voice is hard to forget and impossible to ignore. It also carries further,
more clearly than nature should allow. You can fly in your human form, and all paths - mundane
or otherwise - are open to you, especially since you have ways of knowing most of them and
eluding their hazards or costs. You can bypass timestream issues, and build gateways between
any sort of plane or dimension at thematic locations. You also are a master courier, messenger,
and road planner, by ancient Roman standards.

The Good God (200) Even among modern Druids and immortal gods, you are an expert in all
things agriculture. Furthermore, you can pump your divine magic directly into the soil to ensure
a bountiful harvest and healthy livestock. Even blights can be slowed or stopped, but don’t
forget to fallow the fields periodically.

Demiurge (200) Forging planes is an immense undertaking, but you have the talent and insight
to do it - and similar workings, even outside this world and its magic - in half the usual time with
half the usual cost. Additionally, you can use your divine magic to conjure small, simple objects
ex nihilo.

Tasmanian Devil’s Work (200) You possess power over blight and disease. You may remove or
bar it from those you care for, but it’s much easier to create and spread even supernaturally
virulent plagues.

Divine Magician (200) Even by immortal standards, you’re an exceptional mage and magic
teacher. You are also skilled with one style or collection of magic besides Druidry. This may be
purchased multiple times for additional styles, and further purchases are discounted.

Lawgiver (200) You have influence over magical and spiritual notions of morality and honor, law
and contract. It’s appropriately difficult to throw out the book and start over, but you can create
conventions and rule on edge cases.
Judgmental (200) Whether you judge the dead or avenge wrongs, you only need a glance to
determine what a person deserves; moral and spiritual states are an open book to you. You can
easily sense virtues and vices, sins and sainthood, unearned blessings and underserved
hardships. If need be, you can forcefully clear yourself of biases and act impartially. If you have
other influence, you may gain the power to sense other things as well.

Trickster (200) You are skilled with glamours and illusions. You can also hide yourself and
others from divination and similar, especially if they’re clear or nonmagical. You don’t even leave
absences. The gods, witches, and Ouiji boards won’t know what hit them.

Return Trips (300) You reign over the transmigration and rebirth of souls, whether you want to
slip into a new body, reproduce the Wooing of Étaíne, or reincarnate someone in whatever way
you like.

Chooser of the Slain (300) You are a peer to the Morrigan herself, and hold authority over battle.
Unless they are claimed by another pantheon - and sometimes even then - you can not only
predict but determine who will die in any given combat. You can even do it from a distance, with
some effort.

Mother of Monsters (300) You can bless or blight various couplings; even the strangest parental
myths are within your power. Like the Dagda, you can produce magical or monstrous children at
will. Like the Morrigan, you can deliberately manufacture life - including clones and novel Fae. In
any case, your creations are generally more powerful and useful than your cousins’ children.

Knowledge of Miach (300) You're exceptionally skilled with medical magic, and know how to
apply it on a mass scale. You have some faster, additional healing powers as well, allowing you
to instantly heal people, especially yourself. You may need water to heal others, and limb
replacement takes time, but it’s not to be underestimated.

Skyfather (300) You have the power to manipulate electricity, air, and the weather, particularly all
manner of storms. You can also imbue your beasts with the power of flight. If that doesn’t
appeal, you can choose to travel as a thunderbolt. Also, your magic has an inclination towards
rulership and heroics.

Trí Dée Dána (300) You are a legendary and omnidisciplinary craftsman, at least by pre-modern
standards. That wouldn’t be worth much, if not for the fact that you’re a godlike enchanter, with
your own work being particularly receptive. You may not be pumping out Fragarachs, but you
have an artist’s heart and can brew beers of immortality.

True Vigor (300) Any Druid can see the bonds of affection between people, but you can actually
manipulate them, control ardor, and influence the destiny of various romantic couplings.
Naturally, this comes with all sorts of mind-twisting magics.

Lámhfhada (300) Oh? Are you perhaps Lugh, returned from the dead? You are a superhumanly
skilled warrior and a masterful general, by the standards of the Bronze and Iron Ages. You know
how to wield every ancient weapon in every style, and hold significant sway over the battlefield’s
destiny. You’d be a very good king, and can instantly invent fighting styles which combine any
number of different skills, weapons, and powers into cohesive wholes. These styles, always
rooted in traditional natures, are far more effective than abandoning the old ways.

Wyrd (300) You are an impressively powerful precognitive, who can manipulate luck and fate to
your heart’s content. Please note that your death will invalidate the destinies you set down, and
you hold less sway over those beneath the aegis of another pantheon.
Immortality (400) Ichor flows through your veins, ensuring that you can continue living and
functioning in the face of mechanical injury, though other gods can still kill you with enough
magic. Such death is still not your end, as you can regenerate or even replace your physical
form if necessary. Your stamina is magically enhanced, and you don’t need beer, bacon, or
apples of immortality to maintain your eternal youth; you’re just young forever. As a side benefit,
you no longer need active worship to resurrect yourself: only sufficient energy.

Omniscient Type (400) All gods are a little clairvoyant, but you’re a lot clairvoyant. You’re not
overly precognitive, and don’t actually have unlimited access to all information like some, but
like Odin, you’ve got something similar enough. This would be more helpful if divination-blocking
cloaks were less common, or if it at least allowed you to locate such absences. Fortunately, you
can also apply divine power from greater a distance now.

Omnipotence (1200) Sorcery would be cheaper, but you can work miracles of any description
without it. You don’t really live up to the name (yet), but you have a leg-up on the old gods, who
only have the particular powers people specifically attribute to them.

Note

Behold the feat thread;


https://forums.spacebattles.com/threads/iron-druid-feats-thread.1114979/?post=95223770#post-
95223770

I like the idea of building magical facsimiles of sci-fi devices, so that can be a valid form of
enchantment in certain systems. I also like the idea of selkies as the souls of drowned people,
so if you want to use Return Trips and Mother of Monsters, Mac Lir, or the selkie species to
make that happen, go right ahead.
Ancestral Blessings can restore declined or diluted bloodlines, but has trouble with most things
that have their own label (modifications usually not included). For example, it can make a
Dúnedain into a Númenórean, but it won’t easily make you an elf or Maia, even if you have the
blood of Elros. Also, while it will give you some divine magic as a god or similar’s direct child,
remember that most mythical demigods didn’t have such gifts, so distant, godly ancestry isn’t
usually enough. On the other hand, you could go from a Shannara elf to a Faerie elf pretty
easily.

Examples of Comparative Religions; while Sango and October Daye wouldn’t know what to do
with Makima or Hagrid’s corpses, you would, if you had their skills/powers. Even if you can’t
technically make them, you could strengthen your Stand with binding vows or nen contracts,
given experience with those. Also, Stephan Strange’s Arcanum Exo and Orsola Aquinas’s Idol
Theory may need to adapt to Dialga or Marika or Tzeetch - but yours won’t, even if you want to
fuel some other magic system with them. The same could be said for Axel Mortmain and Elric of
Melnibone. Mystic Eyes are dojutsu and chakra coils are magic circuits to you. Charlie Weasley
would have a hard time escaping Storybrooke, but the Dark Curse is still just a curse to you. If
you weren’t sure what the Dewitchery Diamond would do to Demona or Captain Marvel, now
you can be.

If you take Obscure Tuatha but don’t want to be an existing Irish deity, you may invent or
assume the persona of another old god, faerie monarch, or singular phantom from faith, folklore,
or fiction, and draw power from their reputation in your current jump, whether specific or
archetypal. I suppose you also can be a Puck or Gloin if you really like, though they’re a little off
theme. The identity of Alatar or Teclis would also be worth little. Trying to be an A-Lister makes
you a minor incarnation. In any case, you get any of their additional powers during the jump, but
only retain what you purchase. If you take Not Just Canadian, you may take an additional
persona for each purchase of Idolatry’s upgrade.

Just as the Christian Death claimed Aenghus Óg’s soul when it was refused by the Morrigan,
death gods and afterlife rulers (etc) may integrate with local underworlds in later jumps - or
create one, in absence of a native afterlife. And if they want to clean up the backlog and bring
Stacy Brown to their Heaven or reincarnate Jarvis, they should feel free. This includes Saint
Peter and jumpers with the right Godlike Powers.

The Sigil of the Iron Gall enhanced the magic-destroying properties of ferric metals. Outside this
jump, it can enhance similar traits in other metals, or grant them to existing iron. I would still
remember that it doesn’t affect everything in the same way, and vampires don’t mind it.

If Iron Druid is America Gods meets Dresden Files, the Old Ones Drawback is the Outsiders plot
line. If it’s Buffy, this is Glorificus and Illyria. I recommend taking inspiration from Hellrasier,
WoD, and SCP (pessimistic variant), among other sources. Don’t ask why the unhuman gods
are still strong/alive. In any case, they’re particularly deadly to mundane mortals, and raising the
tech level won’t help. On a related note, I recommend requiring key forces to protect and
strengthen themselves with some kind of Seal of Solomon / Luke 12:48 arrangement involving
sigil agents.

Jumpers who can combine magic systems will find the Fae and divine powers bought here are
close enough to be included. Most will make Obscure Tuatha and Unhallowed Alter’s godhood a
little less… narrow. On that note, different Godlike Powers can synergize in any number of
interesting and useful ways. With Polymorph and Mother of Monsters or Patronage, you can
turn humans into magical creatures, like the Bacchantes. With Demiurge, Messenger, and
Divine Magician, you can laboriously mimic the Unhallowed Alter to manifest local mythologies,
legends, and seminal fiction, by constructing a plane at the point where its faith accumulates /
should accumulate, thereby “unlocking” it. It’s easier when it’s part of your own mythos. Also,
Divine Magician implies a certain level of independent power. It doesn’t always work out that
way, but you should keep it in mind.

Changelog 2.0: Added Blue Man of the Minch, I Came Prepared, Comparative Religions,
Hobgoblin Paragon, Nanshe’s Candle, Brownie, Nancy, Covenstead, Supplement Mode, Mari
Lwyd, Not Nice, Modern Folklore, The Old Ones Are, Telepath, Spectral Soldiers, Cailleach, The
Magic Touch, Through the Fire and the Flames upgrade, Divine Magician, Lawgiver,
Judgemental, Trickster, Perchance to Dream, and Omnipotence. Upgraded Unhallowed Altar
with new options and Permanent Estate with immortality. Exchanged Chance Meeting for
Neutrality (Chance Meetings is now in general). Slightly buffed Fanworks and Birds or Bees,
Mother of Monsters, Magical Patronage, Mac Lir, and Omniscient Type. Extra poets for the Fae.
Clarified Cold Iron Weapon for those unfamiliar. New Divine Implement option. Broke Oracle off
from Luck of the Irish and removed speak with dead from A Return Trip or Ten for Spectral
Soldiers, and shortened it to Return Trips. Slight boosted Messenger. Raised the price of
Omniscient Type. Psychopomp and Herblore of Airmed can now be taken on their own. Your
doggo is now a constant companion.

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