Destroyer Knacks

Destroyer Knacks bestow the power to crush and destroy objects and enemies alike. They are driven by the concepts of destruction and forcefulness.

Destroyer Knacks Master

Destroyer Heroic

• All Fall Down

• All Fall Down

When purchasing the Knockdown or Shove Stunts, you may grant yourself the Shockwave tag, applying the same Stunt against everyone at close range with Defense equal to or less than your original target. If you spend Momentum, it applies at short range instead, affecting up to (Destroyer) non-trivial targets.

• Asphalt Apocalypse

• Asphalt Apocalypse

Spend Momentum to either tear up everything around you out to short range, or everything in a direct line from you out to long range. Anyone caught in the effect is knocked back one range band, and the affected area becomes difficult terrain.

• Baneful Touch

• Baneful Touch

When you touch someone, spend Momentum to curse their body, mind, or will. They suffer +1 Difficulty to either Physical, Social, or Mental actions as a special cursed Condition until you either grant them mercy or they receive supernatural healing from someone of your Tier or higher. Characters may only be affected by one iteration of this Knack at a time, even if targeted by different Scions. The Momentum cost is waived against trivial characters.

• Break the Aegis

• Break the Aegis

Shields, armor, walls — all are as dust before the Destroyer. After a successful attack, you gain access to the following stunts:

  • No Shelter (1 or 3 successes): Destroy the target’s cover, and any other potential source of cover in close range. If the target has Heavy cover, this costs three successes.
  • Rend and Rust (1+ success): Lower the value of a target’s Soft or Hard armor tag by one until the end of the fight. You can purchase this stunt multiple times to degrade more powerful armor.
  • Entropic Eye: Once per scene, you may roll your Knack Skill to examine nearby vulnerabilities. You may spend a banked success to ask one of the following questions and get an accurate, useful answer from the Storyteller. When you act on these answers or advise another character to do so, gain +1 Enhancement.
    • What vulnerabilities does this (character, object, or structure) have?
    • How can I inflict maximum damage against this (character, object, or structure)?
    • Where is this (character, object, or structure)’s blind spot?
    • What here can give me an advantage against this (character, object, or structure)?

• Bust Down the Walls

• Bust Down the Walls

You gain +2 Enhancement on actions to brute force your way through obstacles, whether you’re breaking down doors, muscling past the bouncer, or barreling down a booby-trapped hallway. If you spend Momentum, this Enhancement applies before the roll.

• Equal and Opposite

• Equal and Opposite

Whenever you would be moved by an enemy (pushed, knocked down, picked up and thrown, etc.) you may spend Momentum to apply the same effects to the attacker after resolving them on yourself.

• From Destruction

• From Destruction

When performing an extended action to create something (physical or otherwise), you may destroy something related to the project. For example: smashing apart bricks, rending fabric, burning paper, drying out paint, etc. This adds one completed milestone to the project but also imposes the complication “Limited Resources” (2c) on the project. If not bought off, the lack of resources causes a problem during the crafting process.

• Give-and-Take

• Give-and-Take

You may end one condition on your target (including yourself), which may include Injury Conditions, in exchange for a destructive sacrifice of equal value. The Storyguide is the final arbiter of this value, though should work with you to detail what is appropriate. For example, removing an Injury Condition might require a character to slash the tire of their car; while any 1 round of Stunned might involve ripping up a five-dollar bill.

• It All Ends in Silence

• It All Ends in Silence

Spend Momentum to create a Field that suppresses sound throughout the scene, granting +1 Enhancement to all Stealth rolls. Characters attempting to make noise suffer a +3 Complication; if not bought off, their words can’t be heard beyond Short range.

• Juracán’s Dance (Zemí-Specific)

• Juracán’s Dance (Zemí-Specific)

Like Juracán’s storm-calling dance, you may destroy not just with violence, but with art. You gain +2 enhancement to en- courage destructive or revolutionary behavior through performance or art or to create an atmosphere of outrage or violence. Characters who embrace this mission gain +1 Enhancement to their attacks against the target, bolstered by your divine power.

• Mantle of Unmaking

• Mantle of Unmaking

You have +1 Defense against attacks made at close range. When you use the Disarm Stunt (Scion: Origin, p. 116), you may destroy a mundane weapon instead of simply disarming it.

• Mine, Now

• Mine, Now

If you break an enemy’s weapon following the use of the Disarm stunt (either through your own strength or through use of Mantle of Unmaking, you may apply that weapon’s tags to your weapon until the end of the scene. You cannot destroy a Relic weapon this way. If any added tags overlap, gain 1 Enhancement per overlapping tag to all attack rolls with the weapon instead.

• Not a Trace

• Not a Trace

At the end of a scene, you destroy all physical evidence you were present — fingerprints, DNA, and even electronic security recordings are all wiped away, but individual characters remember you just fine.

• On Sight

• On Sight

You mark a target for destruction. Make a Knack Skill roll. At some point within the next day, a group of SGC characters attack the target. You don’t need to be present for the attack, and it doesn’t need to be physical in nature. You can choose to have the target beat down by assassins, cops, amazons, or bouncers; socially canceled by trendsetters, Nymphstagram influencers, or socialites; or made the laughingstock of their chosen professional community. Physical attacks are quick beatings resulting in 1 damage for every success on your Knack Skill roll. Social or mental assaults come in the form of several verbal jabs in rapid succession adding +1 difficulty to their next relevant action. Characters of a higher Tier resist with a Clash of Wills.

• Sever the Ties

• Sever the Ties

Whenever you use the Shift Attitude stunt to undermine a character’s loyalty, affection, or other connection to a person or organization, you may spend Momentum to shift it an additional point. If this reduces it to zero or less, any attempts to rebuild that attitude (or a related one) during the rest of the season increase their difficulty by 2. Your first use of this Knack in a scene is free

• Shattering Grasp

• Shattering Grasp

When you lay hands on an object or structure with a size-based Scale less than your Destroyer dots, roll Knack Skill. With any successes, it shatters instantly. Spend Momentum and destroy any object you can perceive without needing to touch it.

• Thresher of Lives

• Thresher of Lives

When you defeat an enemy character, pick another target. Reduce their Defense and the cost of the Critical stunt against them by 1 until they suffer damage or the scene ends.

• Unstoppable Advance

• Unstoppable Advance

As long as you keep moving, nothing can stop you. You must move continuously, and while you can turn, your path cannot loop back on itself. In the process of moving, you smash through any obstacle and wade through any hazard unscathed. This does not make you immune to being restrained by another character or from taking any immobilizing condition. However, no terror or obstacle can withstand your path. This effect ends when you stop moving, whether at your own decision or otherwise, or if you retread your already-destroyed footsteps. In combat, taking the Rush action counts as forward movement, so long as you follow the restrictions set forth in this Knack.

• What You Fear Losing

• What You Fear Losing

When you take a Read Attitude action against a character, you also intuit something in the scene they would fear to lose. You gain a +2 Enhancement to threats you make that endanger the target, and the character can’t use their negative attitude towards you

Destroyer Immortal

•• Apex of Ruin

•• Apex of Ruin

Even if a foe is ignorant of your nature, their weapons recognize your brutal supremacy, wasting away as they strike at you. Spend Momentum to make weapon-based attacks against you suffer from your Destroyer ranks in Ruin Complication for the round, which destroys mundane weapons and makes magical or otherwise superlative weapons useless for the scene if not bought off. In Divine Rule play, attempts to cause you Divine Wounds require 1 more Effect than they otherwise would.

•• By Will Alone

•• By Will Alone

Choose a number of non-Birthright weapons equal to your Destroyer dots. When you make an unarmed attack, you are treated as if you were armed with one of these weapons, gaining all the appropriate tags. This doesn’t actually produce a literal weapon, but if you make a finger gun at someone, they’ll still end up with a gunshot wound, no bullets required. This Knack cannot be enhanced by Master of Weapons.

•• Craters for Footprints

•• Craters for Footprints

Your pathway is a rubble strewn wake. Whenever you enter a new location (including moving a range band in combat), you crack pavement, shatter glass, and create an area of difficult terrain covering the range bands you moved through that doesn’t affect you wherever you end the movement. You may consciously uppress this effect for a scene with a Knack skill roll. In Divine Rule play, whenever you create a Realm Condition with the Personal Aura stunt, it automatically benefits from one purchase of the Dire Hazard stunt.

•• Crushing Aura

•• Crushing Aura

Anyone in close range of you is subject to dangerous terrain, which causes a +1 Injury if not bought off. You may reflexively designate up to your Destroyer dots in characters who are immune to this aura, so be careful around houseguests and crowds.

•• Embrace the End (Yazata-Specific)_

•• Embrace the End (Yazata-Specific)_

Like Zarik, your ouch is heavy with the inevitability of death. When you make an attack, you gain access to the following stunts to infect and wither your foe:

  • Festering Wound (1s): Injury Conditions inflicted by this attack heal at half the usual rate, and attempts to treat them suffer +2 difficulty.
  • Decay of Age (3s): Until the Injury Conditions inflicted by this attack are healed, the target suffers a −1 penalty to a physical Attribute of your choice.

•• Entropic Pull_

•• Entropic Pull_

Add up to your Destroyer Calling in dice to a single roll, but for each die you add, add 1 to the Collateral Pool if in play or to Tension if not. If this would fill the Collateral pool, roll it immediately with your Destroyer dots in Enhancement. If this would make Tension 10 or higher, the Storyguide immediately promotes an enemy and gives them your Destroyer dots in Enhancement during their first action following this promotion.

•• Hammer of the Gods

•• Hammer of the Gods

Spend Momentum to add (Destroyer/2) in Scale to a single act of destruction, demolition, or otherwise wide-scale violence. This stacks with any other source of Scale, to the usual maximum.

•• Herald of the End

•• Herald of the End

When you work to destroy a person, place, or thing that can be measured with Scale (overthrowing a World leader, razing a city, or bankrupting a multinational corporation), you may imbue, rather than spend, a point of Legend to invoke your Legendary Title as a Feat of Scale.

•• In a Black Flash

•• In a Black Flash

No sooner do you conceive of violence than is it unleashed. At the beginning of combat, before initiative is rolled, you may spend Momentum to direct destructive energy at a target within medium range. Make a Knack roll; on a success, obliterate a trivial target, or cause an injury to a worthy target; you may spend additional successes for the Critical stunt. Enemies may use powers or marvels to protect themselves through a Clash of Wills. When using Direct Assault through this Calling in Divine Rule, gain an additional point of effect.

•• Jotun’s Armory (Æsir-Specific)

•• Jotun’s Armory (Æsir-Specific)

You can reflexively and automatically break trivial pieces of scenery to use as oversized weaponry — stop signs, car bumpers, kayaks, whatever takes your fancy. These are treated as Heavy weapons with the Melee tag, your choice of Bashing or Lethal, and one final tag chosen from Brutal, Pushing, Reach, or Stun. If you have access to size-based Scale, this Knack grows to match; you can always wield weapons just a little too big for your current size.

•• Made Favorable

•• Made Favorable

Make a Knack Skill roll. On any successes, destroy one Field Complication of your choice. If this is not something that could be tangibly destroyed (such as an overwhelming social atmosphere) instead make the roll at a diffi- culty equal to the Complication’s rating, and spend Momentum. If the Collateral Pool is in play, add 1 to the pool. If not, add 1 Tension instead.

•• On a Pale Horse_

•• On a Pale Horse_

Instantly kill any trivial target you can perceive. For 1 Momentum, instantly kill one target within Close range of you so long as they have less than half their Health remaining and are of lower Tier. If the target is of the same Tier or higher and otherwise meets the Criteria, they may be Taken Out instead and the Storyguide determines the most appropriate outcome instead. This Knack cannot target other players’ characters.

•• Redacted by the Void

•• Redacted by the Void

You are a non-entity who distorts the records of the World. Any evidence of your presence in a scene is automatically destroyed at the scene’s end unless purposefully preserved by a being of your Tier or higher with a successful Clash of Wills. Actions to tail, track, or hunt you suffer +2 Difficulty. Trivial characters instantly forget about you once out of your presence; supernatural effects meant to restore or read their memory return only static and white noise.

•• Salt the Earth

•• Salt the Earth

When you destroy something, make a Knack Skill roll. With any successes, you do it so completely that no trace of the thing remains. With five or more successes, you may spend Momentum to erase the thing from the memories of others. This only affects targets on a personal level, unless you perform a Destroyer Feat of Scale.

•• Swallow the Moon (Bahala-Specific)

•• Swallow the Moon (Bahala-Specific)

Just as Bakunawa ate six of the World’s seven moons, so may you devour the elements to reduce their power. Spend Momentum and select a Purview, diminishing its power over the scene — Complications and Wnhancements related to it reduce by 2, and attempts to “destroy” examples of it can purchase the Inflict Damage stunt an extra time. Characters with that Purview can contest this with a Clash of Wills, pitting your (Legend + Might) against their (Legend + Stamina).

•• The Evil Eye (Tuatha De Danann-Specific)

•• The Evil Eye (Tuatha De Danann-Specific)

Like Balor’s, your gaze is terrible to behold. When another character locks eyes with you, roll an Integrity + Presence attack against them with the Piercing and Lethal tags. For the rest of the scene, they suffer a +2 Complication to vision-based actions against you to avoid suffering an Injury Condition.

•• The Ties that Bind_

•• The Ties that Bind_

Spend Momentum and destroy a relationship a target has with another character. This can be a target’s connection to their employer, a friendship, a romantic relationship, and so on. This cannot affect magically protected relationships, or undo Fatebinding and does not affect targets of a higher Tier. This cannot be used on another player character without their out of character consent.

•• The Walking Dread

•• The Walking Dread

Spend Momentum to create an atmosphere of existential dread and nihilism across the Field as desecrated territory. This atmosphere has a strength equal to half your Destroyer dots, rounded up, and overrides the current atmosphere unless it is backed by an effect of your Tier or higher, resolved by a Clash of Wills. Characters in your desecrated territory suffer a Complication equal to your Destroyer dots; if not bought off, they either cower or flee.

•• Widening Gyre

•• Widening Gyre

At the beginning of your turn, you may choose to lower the cost of the Cause Injury and Critical stunts against characters and the Difficulty to break objects within close range by the number of char- acters Taken Out or significant objects (such as Cover) destroyed in the current scene. If no additional objects are destroyed or character are Taken Out by the end of the turn, you suffer a Bruised Injury and the effects end. Otherwise, it extends a range band, to a maximum of Extreme. The Storyguide determines what counts as a significant object, but should interpret it in the favor of the players.

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