Miracles List

Raise Champion
1 Faith Point
This Miracle allows you to elevate one mortal into a vessel for your divine power. The mortal you select must be one of your worshippers. When you perform this Miracle, the target immediately becomes a Wild Card if he wasn’t already. Additionally, all of his attributes and skills go up to the next highest die. You can choose up to three Powers that any of your avatars could use and the target gains the ability to use those powers as well. However, because he is still a mortal, he has a Mana Pool, equal to twice his Spirit, which he must use to pay to activate these powers. The GM will assign mana costs to each power as needed. Each time the target gains an Advance, he can learn an additional power from your avatars.

Consecrate Temple
1 Faith Point
This Miracle allows you to sanctify a building or other locale to serve as a focal point for your worship. If a building, it must be well-appointed and worth at least $50,000. For a non-building location to serve as a temple, it must be an area of great natural significance or great relevance to your portfolio (GM’s discretion). One of your avatars must be present at the location to consecrate it. Once consecrated, you and your followers gain a +1 to all Attribute and Skill rolls while at the consecrated location. Additionally, worshippers who visit your temple at least once a month count as two worshippers instead of one for the purposes of generating Faith Points.

Divine Providence
1 Faith Point
This Miracle allows you to generate a truly immense amount of any substance or object related to your portfolio. The created material appears in any configuration you want, anywhere within one mile of the avatar using this Miracle. A god of knives, for instance, could cause blades to rain from the sky, or arm every prisoner in a jailhouse, as long as these were within a mile of his avatar. If creating objects with a monetary value, this Miracle generates up to $1,000,000 worth. If creating a substance without easily determined value, this Miracle generates enough to fill an area up to the size of a large house, or about 10,000 cubic feet of Material. Magic items cannot be created with this Miracle.

Plane Shift
1 Faith Point
This Miracle allows your avatar to send himself or one other willing creature into the realm of the gods, another plane of existence overlaying this one. Other gods often refer to this as ‘going backstage’. The realm of the gods is a place of silvery mist. The material world can be seen as faint, transparent images, but cannot be interacted with in any physical or magical way. Many gods use this plane as a place to store their secrets. A character can exit the realm of the gods as a free action at any time, returning to the same spot they came from on the material plane. Otherwise, they can remain in the realm of the gods for as long as they wish.

Craft Artifact
Varies
This Miracle allows your avatar to craft an item of magical power. The faith point cost and rules of creation vary depending on the item. See the GM for details.

Biogenesis
(Varies)
This Miracle allows the user to create new life. The cost in faith points varies depending upon how powerful the newly minted creatures are, and how many are created, according to the following list:

The Spark of Life
Breathing life into unlife is no small matter. This miracle always costs a base 10 Faith Points regardless of how powerful the creature being created is. The cost of this Miracle can never go below 10 Faith Points under any circumstances.

Base Template
Without spending any additional Faith Points, this Miracle will create a medium-sized, four-limbed creature with d4 in every attribute and a pace of 6. Creatures made with this Miracle are always extras, although they can be made into Wild Cards through the Raise Champion miracle.

Advantages
Each advantage chosen adds to the Faith Point cost of this Miracle. These advantages benefit every member of the newly created species.

Gigantic (+7 Faith Points) – Members of the species are roughly the size of a whale. They take up a 4×4 square in combat, and gain a +8 bonus to their Toughness, and their minimum and maximum strength die goes up three steps. However smaller creatures get a +4 to hit them.

Huge (+5 Faith Points) – Members of the species are roughly the size of a school bus. They take up a 3×3 square in combat, and gain a +6 bonus to their Toughness, and their minimum and maximum strength die goes up two steps. However smaller creatures get a +3 to hit them.

Large (+3 Faith Points) – Members of the species are roughly the size of an elephant. They take up a 2×2 square in combat, and gain a +4 bonus to their Toughness, and their minimum and maximum strength die goes up one step. However smaller creatures get a +2 to hit them.

Exceptional Attribute (3 Faith Points) – Members of the species begin with d8 in one attribute, and can raise it up to a maximum of d122 with normal advancement and d12+4 with edges. This advantage can be taken multiple times for multiple attributes.

Free Seasoned Edge (+3 Faith Points) – All members of the species begin with the edge you chose, even if they don’t meet the normal requirements for having that edge (except those which require other edges as prerequisites). This advantage can be taken multiple times for multiple edges.

Hardy (+3 Faith Points) – A second shaken result does not turn into a wound for members of this species.

Big (+2 Faith Points) – Members of the species are roughly the size of a gorilla. They gain a +2 bonus to their Toughness, and their minimum and maximum strength die goes up one step. However smaller creatures get a +1 to hit them.

Deft (+2 Faith Points) – Members of the species get +1 parry.

Tough (+2 Faith Points) – Members of the species get +1 toughness.

Armored (+2 Faith Points) – Members of the species get +2 natural armor.

Attractive (+2 Faith Points) – Members of the species get +2 charisma.

Very Hardy (+2 Faith Points) – Members of the species get +4 to resist negative environmental effects (heat, cold, pressure, etc.).

Fast (+2 Faith Points) – Members of the species have a base pace of 10.

Construct (+2 Faith Points) – Members of the species have the Construct trait. They get +2 to attempts to recover from being shaken, they never suffer additional damage from called shots or wound modifiers, and they are immune to poison or disease.

Free Novice Edge (+2 Faith Points) – All members of the species begin with the edge you chose, even if they don’t meet the normal requirements for having that edge (except those which require other edges as prerequisites). This advantage can be taken multiple times for multiple edges.

Extra Limb (+2 Faith Points) – All members of the species have an extra limb, which gives them one extra non-movement action per limb with no multiple action penalty. This advantage can be taken multiple times for multiple limbs.

Poison (+2 Faith Points) – Creatures hit by the species’ natural weapons that suffer a shaken result or worse must make a vigor roll or be paralyzed for 2d6 rounds.

Enhanced Attribute (+2 Faith Points) – Members of the species start with d6 in one attribute. This advantage can be taken multiple times for multiple attributes.

Flight (+2 Faith Points) – Members of the species can fly at a speed equal to their pace.

Long Limbs (+1 Faith Point) – Members of the species get +1 reach.

Hardy (+1 Faith Point) – Members of the species get +2 to resist negative environmental effects (heat, cold, pressure, etc.).

Resistant (+1 Faith Point) – Members of the species get +4 to resist one specific negative environmental effect (heat, cold, pressure, etc.).

Burrowing (+1 Faith Points) – Members of the species can tunnel through dirt (not stone) at a speed equal to their pace.

Wall Walker (+1 Faith Points) – Members of the species can stick to walls and make climb checks only under the most adverse circumstances. They can move on walls or ceilings just as if moving on flat ground.

Naturally Skilled (+1 Faith Points) – Members of the species get a free d6 in a skill. This advantage can be taken multiple times for multiple skills.

Immune to Poison (+1 Faith Points) – Members of the species are immune to all natural poisons.

Immune to Disease (+1 Faith Points) – Members of the species are immune to all natural diseases.

Low Light Vision (+1 Faith Points) – Members of the species ignore vision penalties in all but complete darkness.

Thermal Vision (+1 Faith Point) – Members of the species can see heat signatures and suffer only half vision penalties against living creatures.

Natural Weapons (1 Faith Point) – Members of the species get either two natural weapons that deal Strd6 damage, or can attack with all their limbs for Str+d4 damage. This advantage can be taken multiple times if you have a truly obscene number of limbs.

Semi-Aquatic (+1 Faith Point) – Members of the species drown exceptionally slowly. They suffer one fatigue level for every 15 minutes they hold their breath. If incapacitated while underwater, they only have to make one vigor roll every minute to avoid drowning. Fatigue levels due to holding breath come back one per 15 minutes out of water.

Disadvantages
Each disadvantage chosen subtracts from the Faith Point cost of this Miracle. These disadvantages plague every member of the newly created species.

Crippled Attribute (-3 Faith Points) – One attribute can never rise beyond d6 for any member of the species, except if raised by a supernatural effect.

Sterile (-3 Faith Points) – Members of the species have no way to reproduce.

Small (-2 Faith Points) – Members of the species are small enough to fit four into a single square. They have -2 Toughness and their maximum and minimum strength dice goes down a step. However larger creatures suffer a -2 to hit them.

Inept (-2 Faith Points) – Members of the species get -1 to Parry.

Thin Skin (-2 Faith Points) – Members of the species get -1 Toughness.

Vulnerable (-2 Faith Points) – Members of the species get -4 to resist negative environmental effects.

Inferior Attribute (-2 Faith Points) – One attribute requires two points to raise by a step during character creation for all members of the species.

Hydrophile (-2 Faith Points) – Members of the species must immerse themselves in water once every 24 hours or suffer a level of fatigue each day until they are incapacitated. The day after that, if they are not immersed in water they perish.

Major Hindrance (-2 Faith Points) – Pick a major hindrance. All members of the species suffer from it.

Very Slow (-2 Faith Points) – Members of the species have a pace of 3.

Unattractive (-1 Faith Point) – Members of the species have -2 charisma.

Susceptible (-1 Faith Point) – Members of the species get a -4 penalty to resist one type of negative environmental effect.

Minor Hindrance (-1 Faith Point) – Pick a minor hindrance. All members of the species suffer from it.

Slow (-1 Faith Point) – Members of the species have a pace of 5.

Magical Creatures
Newly created species can also be given powers similar to those of an Avatar, but at great cost. This adds a cost in Faith Points equal to 10 times the power points cost of the power.

Number of Creatures
More than one creature can be created at a time, but creating more powerful creatures costs more Faith Points according to the following chart:

Total Faith Points Spent Cost Per Additional Creature
Not Counting Extra Creatures

10-25 1 Faith Point
26-50 +2 Faith Points
51-75 +4 Faith Points
76
+8 Faith Points

Rush Job
Ordinarily this Miracle takes a full day to perform. However, taking certain wasteful shortcuts it can be done in a single action by doubling the Faith Point cost.

Created creatures appear within a 10-square radius of the caster, if feasible. If not, they appear as close as they can reasonably be to the caster, at the GM’s discretion. These creatures are not automatically under the caster’s control, but tend to be favorably disposed towards their creator (+1 to charisma when dealing with them). The creatures are motivated by their nature and predilections, which are set by the player but subject to GM approval.

Untouched By [Portfolio]
1 Faith Point
This miracle confers upon one creature absolute immunity to harm from the forces within the caster’s portfolio. For instance, if the caster’s portfolio was fire, the target would be totally immune to harm from natural and supernatural heat and flame. This immunity can also extend to abstract concepts such as war or vengeance. This protection lasts until cancelled by the caster, or up to 24 hours.

[Portfolio] Giveth and Taketh Away
1 Faith Point
Requires: Untouched by [Portfolio]
This miracle grants the caster the absolute ability to protect whomever he likes from the forces within his portfolio. For 24 hours after this miracle is cast, the caster can choose to automatically protect any creature at any distance from his portfolio, or to remove that protection, at will without spending any additional Faith Points.

Golden Apple
10 Faith Points
This miracle allows the caster to create a miraculous golden apple the enhances the life force of whomever consumes it. Any creature that eats the apple immediately gains 1 XP. Rumor has it these apples are addictive to mortals…

Divine Magic
Variable
Magic is a subtle force, underlying all the laws of the universe. Ordinarily it functions according to predictable rules, but this miracle allows a god to use the power of raw belief to influence magic directly. This miracle allows the user to replicate any power available to an avatar costing five Power Points or less. The cost in Faith Points is three times the Power Point cost.

Magic, Great and Terrible
Variable
Requires: Divine Magic
This Miracle functions as Divine Magic, but with no limit on the Power Point cost of the power being replicated, and at a cost of only two Faith Points per Power Point.

Divine Fortress
Variable
Requires: Consecrate Temple
Consecrated temples have a special connection to their god and are easily molded to suit his whims. This miracle allows a god to modify and enhance a location that has been consecrated as one of his temples. The Faith Point cost depends upon the additions being made, as detailed below:

Facility Level
This is a measurement of how well appointed the temple is as a whole. The cost to increase it is equal to the difference in Faith Points between the current facility level and the new level:

Condition Modifier Faith Points
Pathetic -1 0
Average 0 1
Good +1 3
Advanced +2 5
State-of-the-Art +4 10

Rooms
Additional rooms may be added at the cost detailed below. New rooms can be placed in any configuration the caster desires, subject to GM approval.

Storage (+1 Faith Point) – Simple storage area that can hold up to 15 tons of goods.

Personal Quarters (+1 Faith Point) – Housing for up to four individuals. Followers who live at the temple count as four people instead of the normal two for the purposes of determining faith points.

Security Cells (+1 Faith Point) – Cells with security countermeasures for detaining up to two individuals. These cells have a base toughness of 15 plus the temple’s facility score for the purposes of preventing escapes.

Garage (+2 Faith Points) – A secure space for the storage, maintenance, and repair of one vehicle. Provides a bonus to repair rolls made within the garage equal to the temple’s facility score.

Generator (+1 Faith Point) – Provides power for the whole temple.

Medical Center (+2 Faith Points) – Hospital facilities. Provides a bonus to healing and vigor rolls made within the medical center equal to the temple’s facility score.

Laboratory/Specialist Library (+1 Faith Point) – Choose one knowledge skill. Provides a bonus to rolls for that knowledge skill equal to the temple’s facility score.

Teleporter (+5 Faith Points) – These are purchased in groups of two. Allows instant transport between the two linked teleporters.

Upgrades
The following upgrades enhance the temple without adding another room:

Camouflaged (+2 Faith Points) – The entire temple is camouflaged to look like a regular building, imposing a -3 penalty to notice rolls to detect it.

Defenses (Variable) – Supernatural defenses can be added to the temple as if they were Avatar powers. Every Faith Point spent on defenses is equal to two Power Points that can be used to defend the temple. Unless modified, they cover the entire temple. If the temple has the Secure Access upgrade, these defenses are automatic and roll their own attacks starting at d4 for a Pathetic temple up to d12 for State-of-the-Art. Otherwise, they must be operated by a person, and they use the skill roll of the operator. Modifiers include:

Perimeter Only (-2 Faith Points) – The Defenses protect only the outside of the temple.

Single Room Only (-3 Faith Points) – The Defenses protect only a single room.

Secure Access (+1 Faith Point) – The temple requires some sort of special key to access and any unauthorized entry sets off alarms and any defenses the temple may have.

Escape Route (+1 Faith Point) – A secret escape route allows the inhabitants of the temple to get a mile away from the temple in the event they need to evacuate.

Miracles List

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