It is a seven-pointed Cross. Touch a point to a part of an intersection, and it will be keyed to that tine, allowing you to return there by touching the tine. If you find a seven-pointed juncture, touch the Cross to where the intersect, and you can return to the intersection at will /and/ empower the Cross with attributes of that intersection. Use the Cross on metaphorical junctures and the effects are the same, but instead of sending you to locations, it will invoke aspects of the metaphorical juncture.

Find seven seven pointed junctures and you will Master the Gift, allowing you to travel the Seven Paths, which are different for each user.

But beware: if you try to absorb something as a seven pointed juncture that has more than seven junctures, you will skew the Cross and weaken it.

This is especially true of metaphorical junctures.

Any form of connection can be considered a juncture, with enough will and wit in the wielder. Sharing a quality is a connection. You can invoke the juncture of sharing a quality as one juncture and use it to travel with. However, this is also the dangerous area, for if you invoke the seven-point rule with it, you will weaken the Cross. Furthermore, if your will is not great enough, it will not work, unless you empower the Cross with other things first.

The attribute of being a timeless place, for instance, is a juncture, but not, beware, a seven-point one--there are more than seven timeless places.

Furthermore, be wary of invoking strange connections. The set of all demons, for instance, is quite potent. Do not invoke it as a juncture.

The set of things that connect to seven times has more than seven things in it, so invoking the set will not work. But a single member of the set is a seven point juncture.

The connections can be traded out or simply removed.

Also, unless Mastered, all connections will be lost if the wielder allows another to use it.


Davan's Cross: These are the powers Davan gets from the cross. Italicized bonuses must be invoked to take effect, and will then be used up, unless the Gift is Mastered.

Seven Faces:
  • Azure Jack: Blue Falcon form
  • Davan Asher: +3 ROG
  • Amethyst Dragon: permanent use of the form
  • Bheriya: capability to take energy forms
  • Gual'bran: +6 PRO
  • Scoutling: Eternal youth
  • Sol Invictus: Summon dawn

Mastered Cross: whole party
  • Seven Faces: +3 shapeshifting / Luck
    • Azure Jack: +1 zailing
    • Davan Asher: +1 captaining
    • Amethyst Dragon: appraisal sight
    • Bheriya: flame immunity
    • Gual'bran: +3 PRO
    • Scoutling: Slow aging
    • Sol Invictus: Sunfire on weapons
  • Seven Sons: +3 smithing / Ancestral memory
    • Generation 1: +1 spear PRO
    • Generation 2: +1 AWA
    • Generation 3: +1 WIL
    • Generation 4: +1 gambling
    • Generation 5: +1 architecture
    • Generation 6: +1 STR
    • Generation 7: cause shame
  • Seven Families: +3 tactics / Silent communication
    • MacBoons: +1 defending family
    • Frasers: home turf edge
    • Troublemakers: +1 wilderness survival
    • Blue Falcons: +1 zailing
    • Temporal Refugees: return to Monastery
    • Mates: take damage for one rd for one Mate
    • Legends of Innes: +3 Innesian history
  • Seven Fates: +3 gambling / Timeless Zone access
    • The Gambler: +1 gambling
    • The Nexus: +1 to defend of any of the Seven
    • The Mirror: +1 read people
    • The Knave of Obelisks: wild surge
    • The Sage of Swords: sense suicidal thoughts
    • The General of Wands: +1 Sword
    • The Servant of Scales: take middle die
  • Seven Scars: +3 hunting / empathy 4
    • Tongue: +1 pterodian language
    • Hunter Scar (shoulder to hip): +1 hunting
    • Left Arm: +1 spear PRO
    • Heart Scar: +1 WIL
    • Royce's Pain: +1 ATH
    • Wolf Manifest's Blindness: +3 AWA
    • Nahuel's Life: Cobalt flame at WIL
  • Seven Seas: +3 ATH / languages
    • Footprint Fleet Territorial Waters: +1 ATH
    • Time: +1 memory
    • Space: space survival
    • Sky: +1 zailing
    • Love (Communal): +1 read people
    • Pack Territory: +3 PRO
    • Self: +3 fishing
  • Seven Aspects: +3 meta soul magic / soul magic
    • Fate: +1 danger sense
    • Luck: 1 +1 karma per session
    • Travel: +1 ATH
    • Metal: +1 toughness
    • Family: +1 read people
    • Despair: +1 WIL
    • Story: +1 PRO

Gerrick's Cross: these are the powers Gerrick gets from the Cross
  • MacBoons: Always know where they are
  • Frasers: Home turf edge
  • Troublemakers: Silent communication
  • Blue Falcons: +3 zailing
  • Temporal Refugees: sense displaced
  • Mates: Mimic skills one rd after used by mate
  • Legends of Innes: focal state (become an avatar of their combined might) (once/21 days)

Obie's Cross: Obie has his ancestral memory
  • Obie: +3 smithing
  • Tshombe: +3 dream interpretation
  • Ekundayo: +3 architecture
  • Olufemi: +3 danger sense (AWA)
  • Yaw: +3 tribal medicine
  • Kojo: +3 danger sense (AWA)
  • Ayotunde: +3 spear PRO

Isidore's Cross:
  • The Gambler: +3 gambling
  • The Nexus: Instantly return to the group
  • The Mirror: +3 read people
  • The Knave of Obelisks: random +1 on straights
  • The Sage of Swords: No penalty to called killing blows
  • The General of Wands: +3 Faith
  • The Servant of Scales: Weakness sense (AWA-3)

Royce's Cross:
  • Footprint: +3 ATH
  • Time: Time sight (akin to Isidore's hands)
  • Space: Space survival
  • Sky: +3 zailing
  • Love (Communal): Mimic skills one rd after used by loved one
  • Pack Territory: +6 PRO
  • Self: +6 fishing

Ateg's Cross:
  • Tongue: speak two languages at once
  • Hunter Scar (shoulder to hip): +3 hunting
  • Left Arm: +3 spear
  • Heart Scar: +3 STR
  • Royce's Pain: +6 ATH
  • Mother Wolf's Eye: +6 AWA
  • Nahuel's Life: Wholeness

Kentosane's Cross:
  • Fate: +3 danger sense
  • Luck: one +3 karma per session
  • Travel: +3 ATH
  • Metal: +3 toughness
  • Family: +3 read people
  • Despair: +3 WIL
  • Story: +3 PRO
Topic revision: r1 - 27 Jan 2012, UnknownUser
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