Adversary Heroic
• All Those Lovely Enemies
You sniff out enmity. Pick one target in a scene; you know anyone who they have serious negative feelings for (an Attitude of at least –2 or worse), and anyone else present who has negative attitudes towards your target. If your target has an Attitude of 2 or higher towards you (negative or positive), this works automatically. If not, make a Knack Skill roll, with a Difficulty equal to their Tier.
• Antagonistic Lessons
Whenever the results of your actions cause a target of your antagonism to fail, you may do one of the following:
- Adjust their Attitude to whatever level you prefer.
- Cause the target to instead succeed at an action you determine.
- Instantly create a Fatebinding with the target
• Can’t Kill the Rooster
Spend Momentum during combat to gain Enhancement to your Defense equal to the Attitude targets have towards you for the scene. (A general Hatred of Scions would not apply, but a specific hate of your character would, for example.)
• Corrupted Creation
Your knowledge of creation allows you to break down constructed objects. By touching an object you can degrade its quality. Spend 1 Momentum to gain Enhancement equal to your Creator dots to turn objects into raw material. For each Injury Condition you receive from a weapon, you can spend 1 Momentum to weaken the weapon, causing it to lose 1 weapon tag. A mundane weapon can lose up to your Creator dots in tags. Relics lose half your Creator dots (rounded up). The Storyguide decides which weapon tag is lost. Mundane weapons are destroyed if reduced to zero tags, while Relics can never drop below 1.Regaining the weapon’s tags follows Making Repairs rules (Scion: Origin, p. 77).
• Enemy of My Enemy
You automatically know when you meet a character who shares one of your negative Attitudes towards a specific person or group, and a successful Read Attitude action reveals useful or interesting memories about the reasons for that dislike. Characters of a higher Tier can conceal this with a Clash of Wills
• Familiar Wounds
When you make an attack against a target with a weapon owned by someone with at least a +2 Positive attitude towards the target, you may choose to change the damage type between Bashing, Lethal, and Aggravated freely, and you may give the weapon the Brutal or Piercing Tag. If you are the owner of a weapon you use with this Knack, the weapon is destroyed after a causing an Injury, Fate recoiling on it.
• Jeering Taunts
Once per scene, you may taunt and mock a target, either increasing your Defense against their attacks by your Adversary Calling for the duration on the Round, or penalizing the cost of all their stunts by your Adversary Calling for the duration of one action. You must choose which penalty to apply when you activate this Knack. You may not choose the same penalty twice in a row.
• Let’s Contain Multitudes
You may possess both positive and negative Attitudes towards an individual or organization and choose which applies for any given intrigue roll. You may choose to create corresponding Attitudes in a target when using the Shift Attitude roll, in which case a successful roll creates an additional Attitude rather than shifting their existing feelings. For example, if a character had an Attitude –2 of serious loathing towards you, you use Shift Attitude to create a matching Attitude +2 for being strangely compelling or too annoying to kill. If you do this, your target may not use their Attitude enhancement when trying to resist your Shift Attitude roll.
• Lingering Presence
When you spare the life of a defeated enemy who has a negative Attitude towards you, you gain the Condition “Force of Opposition.” This grants you +2 Enhancement to any rolls related to thwarting that enemy’s plans or aiding their other enemies, applied before you roll. You may resolve this Condition at any time to heal all damage conditions they or their allies have dealt to you. Otherwise, it resolves at the end of the story.
• My Misfortune is Your Misfortune
Spend Momentum when a character imposes a Complication on you, redirecting it to themselves or someone they care about in the scene. Your first use of this Knack in a scene is free.
• No Champion Unchallenged
Once per scene, spend Momentum when you challenge a character with an Attitude of 2 or higher or -2 or lower toward you to a contest or fight. If the Storyguide decides they are categorically unable to accept or compete, regain the Momentum. If they accept, gain your Adversary rating in Enhancement to opposed or Complex actions to defeat them outside of combat, or to your Defense against characters other than the challenged character in combat. If they refuse, choose one:
- Regain 1 Legend.
- Cause other characters present to gain a 1 point Attitude of shame toward your target, or increase one if it already existed.
- Increase or decrease an attitude your target holds to you by 1.
• Nothing Is Inevitable
When you spare the life of a defeated enemy who has a negative Attitude towards you, you gain the Condition “Force of Opposition.” This grants you +2 Enhancement to any rolls related to thwarting that enemy’s plans or aiding their other enemies, applied before you roll. You may resolve this Condition at any time to heal all damage conditions they or their allies have dealt to you. Otherwise, it resolves at the end of the story.
• Perfectly Symmetrical Violence
When a character injures you, spend 2 Momentum to make an immediate attack against them. This does not require a mixed action, and you can use it even if you’ve already acted in the round.
• Pride Before a Fall
When a character you have a negative attitude towards takes an action with Enhancement, you may spend Momentum to inflict a dice penalty equal to the Enhancement (to a maximum of your Adversary rating). If this causes them to fail, they do so in an especially ironic, embarrassing, or tragic way. Your first use of this Knack in a scene is free.
• Spluttering Incoherence
When in a scene with a target who has a negative Attitude towards you, you may spend Momentum to prevent them from making any social action until you have acted again, driving them into a frothing, violent rage. You may only do this once per scene.
• Sudden but Inevitable
When you attack a target who has a positive Attitude towards you, whether physically in combat or socially in intrigue, you may add that Attitude’s rating as Enhancement. In many cases, this will result in the target removing that Attitude, and replacing it with a negative Attitude.
• Sweet and Sour
Make a Knack Skill roll. With any successes, you may curse a meal or drink consumed by your target with the poison of spite. This functions as the Poisoned condition but rather than inflict Injury, it inverts the Attitudes of other characters who interact with the poisoned target — transforming boon companions into bitter enemies and hated rivals into fair-weather friends. The Storyguide and player should work together to determine how this impacts the character as they progress through the story. This costs Momentum if you witness the character partaking of food or drink and is free if you successfully serve the refreshments to them yourself.
• Theft of Luck
While in the same scene as a target with a negative Attitude toward you, after seeing the result of any of their rolls, you may spend Momentum and take any number of their successes (before applying Enhancement and before purchasing Stunts) and add them as Enhancement to your next roll. If this causes the target to fail, get the spent Momentum back.
• True Friendship
During intrigue, you may treat positive Attitudes towards an individual as Enhancement for encouraging the belief “acting against my friend’s desires is in their best interest” or encouraging the behavior “I will oppose my friend’s desires as soon as I possibly can,” instead of your target gaining that Attitude as Enhancement to resist your roll.
• You Need Haters
Haters keep you sharp, and you make sure your enemies have plenty of haters. On a successful Knack Skill roll, increase the difficulty for one target to shift attitude in their favor up to your Adversary dots. You may spend 1 Momentum to affect multiple characters. You don’t need to spend Momentum if the additional targets are trivial characters.
Adversary Immortal
•• A Wicked Idea
Spend Momentum to suggest a dangerous, outlandish, or malicious course of action, passing it off as just a joke. The next time the target has a good opportunity to follow your suggestion, they suffer a +2 Complication to all actions for the rest of the scene as they’re distracted by mustering their self-control. If not bought off, these Complications lead them to slip unintended information, waste opportunities, overlook obvious details, or reveal what they’re thinking of at the worst moment in their distraction. Characters of a higher Tier can resist with a Clash of Wills, pitting their Composure + Legend against your Manipulation + Legend.
•• Another Price to Pay
Against targets with an Attitude of 2 or higher towards you, you gain access to the following stunts in combat:
- Blood Like Wine (variable): Immediately resolve this as an Influence action with the number of successes spent on it against the target.
And the following stunt in intrigue: - Tears Like Honey (variable): Immediately resolve this as an Inflict Damage stunt with the number of successes spent on it against the target. Bystanders must successfully Clash of Wills against you to understand the nature of what transpired in either case.
•• At Your Side, In Your Way
Whenever someone you have a negative Attitude towards is in mortal peril, or someone you have a positive Attitude towards is about to succeed at a major goal, you know that it’s occurring — though not the details of the event. You may spend Momentum to appear in their scene, as long as you are both in the same World or within five days travel in the same Otherworld. Note: This may apply to other players’ characters (especially if they’re about to achieve a Deed) with that player’s permission.
•• Contra Mundum
Opposing the World is easy, because the World always opposes itself. Pick an individual, organization, or thing. Your actions to rally characters or items against that target increase their Scale for leadership purposes by your Tier or your target’s Attitude towards you, whichever is higher. You may spend Momentum to change your target for Contra Mundum once a session.
•• Enemies Forever
Pick a target who has at an Attitude of –2 or worse towards you. Neither you nor your target can die unless the other does the killing, or you are both somehow killed simultaneously. This Knack can target only a single target at a time, which you may change once per session.
•• Evil Appearing
When you initiate combat or intrigue with an unsuspecting target, all characters of a lower Tier must either abandon them, refuse to intervene, or suffer +2 Difficulty on all their rolls in the Scene. If the target has a positive Attitude towards you, they suffer the Complication “Collateral Betrayal” at a rating of their Attitude for the scene. It turns lower Tier characters against them until bought off. If the target has a negative Attitude towards you, they suffer the Complication “Blinded by Anger” at a rating of their Attitude for the Scene. It reduces their Defense in Combat or resistance pool in intrigue for the next roll by the remaining rating if not fully bought off.
•• Fever-Ridden (Bogovoi-Specific)
Likhoradka is known to possess others in the form of a spiritual disease. Spend Momentum to transform into an infectious cloud, inhabiting a character within Short range. For the duration, you share all of their senses. Once per scene while infecting them, you may make an influence roll to convince them to do something; if they don’t know you’re inside them — because you afflicted them in their sleep — you gain +2 Enhancement. Because you exist as a fever inside of them, powers that heal diseases exorcise you; otherwise, characters roll Integrity + Stamina after a day’s rest; once they’ve accumulated your Legend in successes, you are forced out. Characters of your Tier or higher can resist infection with a Clash of Wills.
•• From Hell’s Heart
The distance your combat or in trigue actions can affect a target increases based on their Attitude towards you. At Attitude 2, your combat actions can target them up to long range in combat and your intrigue actions can affect them at any distance they could normally perceive you from, without penalty. At Attitude 3, you can target them from anywhere within extreme range. At Attitude 4, anywhere on the same continent. At Attitude 5, anywhere in the World, or anywhere within five days travel in an Otherworld. They may attempt a counterattack or social action at the same range after you make an attack, however, and after you have successfully attacked or influ enced a target at this range, you can’t use this power again against the same target for the rest of the session.
•• Inside Their Heads
Once you’ve wormed into someone’s heart, you’re always in sync with its beats. Characters who have Attitudes towards you of +2 or higher suffer your Adversary rating in additional Difficulty when trying to lie to or deceive you. In Divine Rule play, you can always detect their actions within a given realm unless their approach is subtle or stealthy.
•• Lovely Plans and Wicked Plots
Few things bring people closer together than bringing down someone everyone hates. Imbue Legend to consecrate a dire plot, fiendish plan, or foul conspiracy. Those taking part gain additional Scale for epic or grandiose measure taken against the target of the plot. Pick a Purview when taking this Knack; when you create a Realm Condition with that Purview that would benefit from a sprawling conspiracy or intricate plot, increase its effect by 1.
•• My Best Enemy
You can have a number of temporary Fatebindings equal to your Adversary rating in addition to your usual limit. These temporary Fatebindings can’t be raised above 3. Characters of your Tier or higher can resist with a Clash of Wills. For the Fatebinding’s duration (based on its Strength), see Scion: Hero, p. 197.
•• Nothing Is Forbidden
Against targets with an Attitude of 2 or higher towards you, you gain access to the following stunts in combat:
- Blood Like Wine (variable): Immediately resolve this as an Influence action with the number of successes spent on it against the target.
And the following stunt in intrigue: - Tears Like Honey (variable): Immediately resolve this as an Inflict Damage stunt with the number of successes spent on it against the target. Bystanders must successfully Clash of Wills against you to understand the nature of what transpired in either case.
•• Opposition Without Limit
When you command, rally, or intrigue enormous forces to oppose another character, imbue, rather than spend, a point of Legend to invoke your Legendary Title as a Feat of Scale
•• Pawns for My Desire
When socially interacting with a target who has a negative attitude toward you, you may spend Momentum during any Encourage Behavior roll and have it succeed as though you achieved exactly the number of successes required.
•• Ruin Your Life (Netjer-Specific)
With cunning like Isfet, you adopt an enemy’s identity to ruin their life. Gain Enhancement equal to their negative attitude towards you on any roll to convince others you’re them, with access to the following Stunts:
- Not a Trace (1s): Any physical and electronic evidence you leave behind is flimsy at best — fingerprints are incomplete, security footage is too grainy to make an ID, and so on.
- The Wrong Trace Entirely (3s): A piece of evidence you leave behind magically changes to implicate someone else — putting their prints on the gun or their metadata on the file.
•• Spitting Curses
You gain the ability to layer curse upon curse on a target, until they have no choice but to do as you ask. Choose one of the curses below at the time this Knack is purchased. This Knack can be purchased a number of times equal to your Adversary Calling, choosing a different curse each time. While this is your active Knack, you gain access to any two
curses you know, and the following stunt:
- Sling Curses (2s): Apply this stunt to any Encourage Belief or Behavior roll or any attack action. The target must be within Close range. When you purchase this stunt, apply one of your curses to the target.
- Incompetence Curse: This curse condition imposes an increased Difficulty to the target’s actions equal to your Adversary Calling. This persists until the curse causes the target to fail a roll. If the target botches, gain Momentum.
- Curse of Ill Fortune: Impose this curse condition which applies a Complication to all of your target’s actions with a rating equal to your Adversary rating which lasts until the target cannot buy it off. Failing to buy off the Complication results in an ill fortune of your choice.
- Curse of My Presence: This curse condition increases the Difficulty of all of your target’s rolls by 1. You may choose to end the condition and appear in the same scene as the target. Your sudden appearance also causes the target to automatically fail their next roll, regardless of the result on the dice.
•• Stab the Giant from Atop Their Shoulders
When directly opposing a character or their plans who possesses a positive Attitude toward you, you may spend Momentum. Increase the Scale of your actions to oppose them by the rating of their attitude, up to a maximum of their own relevant Scale. This includes any Scale they benefit from due to outside sources, such as equipment or favorable conditions.
•• That Venom, Deception (Pālas-Specific)
Spend 1 Momentum to gain +2 Enhancement on rolls to spread gossip about someone. Anyone who believes the gossip is compelled to share it with others. Characters of your Tier or higher can resist with a Clash of Wills (your Manipulation + Legend vs their Composure + Legend). If the subject of the gossip has a negative attitude towards you or is trivial, this Knack is free.
•• Wrath is Sustenance (K’uh-Specific)
Like VucubCaquix, you can subsist on enmity alone. You reduce penalties based on fatigue, hunger, and other needs by your highest negative attitude. You may add your Adversary rating as an Enhancement to a contested roll against a character to whom you have a negative attitude. Your first use of this Knack in a scene is free.
Any Heroic
• Aura of Greatness
Something about you affects everyone around. You can be radically inspirational, the perfect confidant, or horrifically scary, depending on your origin and demeanor. Choose one Social Skill (Leadership, Empathy, or Persuasion); you may add Enhancement 2 as a bonus to that type of roll once per session, reflecting your Godly heritage.
• Born to be Kings
Scions are masters at enforcing their will upon the World, if it means serving their parents diligently. The first time each Scene that the character would add points to the Momentum pool, they instead add 2.
• Exemplar of the Calling
This Knack allows you to temporarily alter your Legend to resonate with one of your Callings at the expense of all others. The following changes occur when this Knack is activated:
Your Calling associated with this Knack is set to 5 and all other Callings are ignored for the duration. You may activate five more dots in Knacks alongside this one, for a total of 10, but they must be from the chosen Calling — no Universal, Path, or other Knacks. If your Legendary Title doesn’t reflect the Calling, Fate grants you a new one. Should you perform an Adoption Deed while this Knack is active, you may claim the title permanently. This can be done once per any given Calling. Attempts to perform anything that would be an Adop-tion Deed for a neglected Calling receive increased Difficul-ty equal to half of your Legend.
The effects of this Knack last until the end of the Session in which it is activated. Characters who have not yet received their Visitation may not learn this Knack.
• I Am Here
Once per scene, you may unveil your full power to gain +2 Enhancement on a social roll to impress, threaten, intimidate, or overwhelm others. All characters in the scene who can sense the supernatural automatically intuit your Titanic nature, Legend rating, and pantheon. Trivial characters flee or freeze.
• Leave It All Out There
You gain +2 Enhancement to Shift Atmosphere actions while performing and can spend 1 Momentum to automatically reset the Atmosphere to 0 before the roll, setting the mood for the entire room despite previous vibes.
• Monsters United
Once per session, you may roll your Knack Skill to commune with the collective wisdom of their pantheon’s Titans. You may ask one of the following questions, plus another for each success:
• What here is Titanic in nature, or could be swayed to Titanic service?
• What would [a specific Titan] wish for me to do here?
• Who here hates or fears the Titans?
• How can I curry favor with my progenitor at this moment?
You gain +2 Enhancement to a roll of your choice when you act on these answers during the same scene.
• Overwhelming Presence
When you wish, you can be heard and seen clearly despite any environmental Complications such as fog, low light, crowds, or noise. Characters suffer a Complication equal to your highest Titanic Calling to knowingly ignore or snub you; failing to buy it off knocks them prone with the sheer force of your presence.
• Scent the Divine
Having a touch of divinity, you have an innate sense of anything divine near you. With a sniff or a knowing listen, you may detect another Scion (or God, or Legendary Creature, etc.) of a particular pantheon.
• Somebody’s Watching Me
A Scion’s Godly parent has eyes and ears everywhere, and even if they don’t Visit their child, they’re often ready to lend a hand to aid their child in need. During a scene where the Scion would be in danger, their parent sends in reinforcements, usually resulting in either two Mooks or one Professional (see Scion: Origin p. 143 for more on Archetypes) to fight on their side. These allies leave at the end of the scene, however.
Any Immortal
•• Beacon of Power
Your power is overwhelming but difficult to conceal. Once per scene, you may perform a marvel with your Innate Purview that doesn’t count as your marvel for the scene. Whenever you imbue or spend Legend, characters at the Hero Tier or higher can immediately make an Occult + Intellect roll to identify your nature and pantheon and gain +2 Enhancement to track, detect, or identify you for the rest of the scene
•• Divine Armistice(Òrìshà- and Loa-Specific)
Spend 1 Momentum to create a Field that weakens negative attitudes about Gods, Titans, and the Titanomachy by 2 for the scene. Characters who violate this peace suffer a +3 Complication on all actions within the Field; unless bought off, their actions are perceived by observers as needless, dishonorable, or reckless — an impression that extends to retellings, recordings, gossip, and more
Creator Heroic
• Flawlessly Platonic Ideal
When you work to improve an object, you make it as flawless as possible. When creating an object using this Knack, you may ignore up to your Creator dots (1) in points of Flaws. In combat, you can upgrade light cover to heavy cover by making a Knack Skill roll. If materials are available, you may also spend Momentum and use an action to transform items that would not normally be protective (stacks of newspaper, empty cardboard boxes, curtains, etc.) into light cover.
• Infinitely Sharable
When you release a song, video, or other significantly creative piece of media, you can name a specific audience you want to see it, such as “our fans,” “the people of Seattle,” or “Eileen Bran.” Fate ensures that it’s seen by a significant part of that audience within no more than a day — if Eileen’s stuck in one of those particularly inconvenient Underworlds without internet access, she’ll still hear about it from a freshly dead shade.
• Innate Toolkit
You are always able to work your craft, regardless of whether or not you have the appropriate tools available. When you use your bare hands to build or create something that would otherwise require special equipment, you suffer no penalty or any kind of Injury. For example: If you were to pound your bare fist against a railroad spike like a hammer or plunge your exposed fingers into a heated forge, you would not break bones or suffer burns.
• Non-Fungible
Whenever you craft anything, it instantly becomes completely unique and uncopiable. Photocopies blur, attempts to immitate always fail and people instantly recognize an attempt to counterfeit.
• Parts of a whole
By handling an object constructed by someone of the same Tier or lower, you can determine the base components needed to reconstruct it. This doesn’t require a roll, only a few moments of study. If used on a naturally occurring substance, you know it wasn’t manufactured, but the base components are still revealed. You understand this information however you would interpretit best — be it in actual parts, chemical compounds, or classical elements. Attempts to recreate or copy an object studied this way receive 2 Enhancements.
• Perfect Rendition
You are a master artist, able to illustrate or recreate an image of a person, place, or object you have seen with photo-perfect clarity, allowing you to flawlessly identify suspects, create detailed maps, or forge signatures. You do this without needing to roll, and can recreate these things in scant instances. If something you observed has been obscured by a supernatural power, make a Clash of Wills.
• Perfection of Form
Whatever tool you work with cannot be destroyed during use if it’s physical in nature. This applies to a blacksmith’s forge, a chef’s oven, and even a soldier’s sword: When they are wielded in their intended craft, only a being of a higher Tier may break them. Characters of the same Tier may attempt to do so but suffer a Difficulty increase equal to the wielder’s Legend.
• Reverse Engineer
When you take apart an object, you instantly gain an understanding of how to rebuild it, or create new versions.
• Rust and Decay
With a touch, you can corrode and destroy any item. Make a Creator Skill roll and apply successes to making the item decay. The item is broken or destroyed if the successes equal its Size. If the item has a defensive Scale or armor that increases its Scale against Force, then you must match that additional Scalein successes. Size 0 items are destroyed instantly without a roll.
• Sundering
When unmaking something, be it in a workshop or the heat of battle, you may apply the same action to every similar item within short range. Similar items would encompass, for example, all Kevlar vests, all handguns, or all cell phones. By spending a Momentum, you may exclude some of the targets, such as “my friend’s phone.” In combat, this Knack enhances the Sunder stunt.
• Tastes of Might and Genius
Whenever a character eats food you’ve prepared or drinks you’ve brewed, you may choose a broad type of action such as “physical exertion” or “investigating a mystery.” Until the end of the session, the character may gain Enhancement 3 to one roll for that type of action. You may choose to provide different benefits to different characters eating the same meal. A character may not benefit from this Knack more than once a scene.
• Tastes of Sorrow and Joy
When you create food or drink, you may choose an Attitude. Characters without a related or opposed Attitude who consume your creations gain the Attitude you choose at 2, while those with a similar Attitude increase it by 1. Characters with an opposed Attitude may either decrease its value by 1, or gain a negative 1 Point Attitude toward your cooking, as they choose.
• We Go All Night
When working on a creative project, you can work without ceasing for a number of days equal to your Creator Knack Skill. After this period, you must rest for a day before resuming your work.
• Wireless Interface
Electronic devices respond you without needing to touch them. They must be powered on and functional, but you can use a number of devices in the same Field as you equal to your Knack Skill with your hands free. If you try to do other things while communing with technology, you must make a mixed action roll.
Creator Immortal
•• Abiding Forges
When committed to a creative project and refusing to disrupt it due to a violent confrontation, lower tier characters cannot attack you; equal or higher-tier characters suffer your Legend in increased Difficulty. Using this in truly life-threatening conditions may count as a Milestone for a crafting project you work on once per session.
•• Afternoon of Fortnights
When you begin a creative project, spend Momentum and make a Knack Skill roll. For each success earned on this roll you decrease the amount of time required to work on the project by one unit. This is measured in either units of dramatic time (a project that would take a whole session can be down- graded to a scene) or in in-game units of time (years become months, months become weeks, etc.) whichever is more appropriate for the game’s approach.
•• Diwata’s Hospitality (Balahala Specific)
You provide for your family, your guests, and yourself in abundance. You can always produce mundane goods or equipment with a moment’s notice with gifts and guidance from your ancestors. Additionally, once per session, you may use a Marvel without cost to create magical or raw elemental material as desired, the natural world offering treasures for your use.
•• Durant Works
Neither time nor mortal acts may harm your creations, and they’ll also give the immortal a run for their money. Imbue Legend for durability or size Scale when making a creation preternaturally durable and lasting. Beyond the benefits of a high defensive force Scale, such things are immune to the ravages of time or environment not wielded against them by supernatural powers.
•• Eternity’s Atelierz
Your place of work becomes a font of wonders, for you and whatever lucky students you allow. Imbue Legend to consecrate a workspace; the procedural projects of those who work there benefit from additional Scale of any applicable type. This may create a Realm Condition (p. 67) that reduces the cost for Artistry, Forge, or Prosperity Divine Rule actions taken through it by 1.
•• Lifted from Dust
When you work on a creative project that would cover a massive Scale (planning a city or designing a civilization), imbue a point of Legend, rather than spending, to invoke your legendary Title as a Feat of Scale.
•• Molded from Clay
You are able to make a living being from inanimate matter. Creating an animal or plant requires a crafting roll at Tier 3, with an additional Milestone for each dot of Birthright Creature you are constructing. Giving the being human intelligence pushes the project up to Tier 4. In either case, they become Fatebound to you or someone you’ve created it for, with an archetype of your choosing and a strength equal to your dots in Creator. For one additional Milestone, you can make enough individuals to start a community of this new species (though only one of them is Fatebound).
•• Mythic Feast
Prepare a meal before battle. Spend a scene breaking bread with your bandmates, any of their creatures or followers, and up to (your Legend) other allies. Everyone partaking feels powerful and nourished, gaining an extra level of Soft Armor for the rest of the session.
•• Proven Provenance
Make a Creator skill roll when trying to identify a significant object, artifact, or relic. Spend your successes one-for-one to answer the following questions; any successes past four may be spent to ask freely chosen questions.
- What’s its purpose?
- What powers or abilities does it possess?
- Who made it and why?
- How did its current owner gain it?
•• Raise the Pillars of the Earth
Make a Creator Skill roll. With any successes, you create a small building, structure, or monument in a matter of minutes, which grows from nothing but rocks and dirt. To raise a creation in a scant instant, spend Momentum.
•• Raze the City
Make a Creator Skill roll. With any successes, you can destroy a small building, structure, or monument in a matter of minutes, as they crumble to rubble and dust. To raze a building in an instant, spend a Momentum
•• Redefine the World
The World is whatever you say it is. Imbue for Scale to reshape the geography of an area or alter its natural phenomena (moving a mountain, slowing a hurricane).
•• Rhapsodic Whirlwind
You are an elemental force of creation and works of art and artifice pour from you like a deluge. When taking a crafting Procedural action, you may spend 1 Momentum to immediately fulfill a Milestone once per episode. When creating Realm Conditions through this Calling, gain an additional point of effect.
•• Spread of Ages
Make a Creator skill roll when trying to provide sustenance for a large number of people. On a success, you may increase the Scale of how many people your ingredients can feed. Characters who partake of such a meal together heal any Bruised Conditions they have once per session. If you use this ability to feed the starving or needy, you may recover 1 Legend once per session.
•• Talecrafter
A ballad that captures the hearts of a nation. An epic poem that shows the World who the real hero was. A meme that makes a public figure a laughingstock. Imbue for Scale to spread a story (true or false) through your art.
•• Taste of Power
You may imbue Legend for the session when creating food or brewing drink. A character who consumes such potent brew or provender recovers 1 Legend. Multiple uses of this Knack are required to benefit multiple characters. A character may not benefit from this more than once a scene.
•• The Birth of Legends
If a new being is brought into creation (newborn human, a new species Molded from Clay, etc.), you may permanently bestow upon them access to any Knack, or to any Boon from a Purview that you have access to yourself. Using multiple times on the same subject requires a point of momentum for each Knack or Boon after the first.
•• The New Fire (Teotl-Specific)
At the end of the 52 year cycle, all flames must be extinguished, and a new fire rekindled five days later. You have access to a fire that has been burning since the last such cycle and can use it as part of a complex crafting action. Doing so gives the item you craft a +1 Enhancement to all rolls.
•• Touch of the Muses
When working on an artistic project, double the successes earned on each roll made by an artistic partner. You have the option to spend Momentum and lend this benefit to yourself.
Destroyer Heroic
• 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
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
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
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
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
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
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
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
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)
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
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
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
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
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
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
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
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
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
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
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
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
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
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)_
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_
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
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
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
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)
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
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_
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
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
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)
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)
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_
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
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
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.
Guardian Heroic
• A Promise
You make a promise to someone you consider yourself a Guardian over, and it is infused with Fate. This promise becomes an additional Deed. While this Deed is unfulfilled, you receive the benefit of 9-again on any rolls made towards the fulfillment of the promise. However, on rolls for tasks not devoted to this Deed, you lose the ability to reroll 10s. Characters should take care when swearing such a promise, as it lasts until fulfilled. Not even the death of the target or the Scion releases the promise, it merely makes it far harder to fulfill. A character can break their promise at any time. Doing so, however, grants them the Oathbreaker Condition (See Below).
Oathbreaker (Persistent)
You broke a sworn vow, staining your honor and your Legend. So long as this Condition persists, reduce the Attitude other characters feel towards you by 2.
Momentum: Add Momentum to the pool whenever you fail a roll due to this Condition.
Resolution: Resolving this Condition requires an act of penance equal to the oath which was broken.
• A Purpose
Dedicate yourself to an ideal of your choosing (fight for love and justice, defend the weak, save the World from invasion). When you take action to defend this ideal, gain +1 Enhancement to all applicable rolls and to any Stunts you may have gained from Knacks.
• A Refuge
You’re always able to find a place to keep someone safe, if only temporarily. It takes (13 − Legend) hours to set up a safe refuge. This can be shortened with the proper Stunt. Make a Knack Skill roll with Enhancements equal to your Guardian Calling and spend them on the following Stunts:
Right around the corner (3s): The refuge is close and can be found within the next scene.
You’ll be safe a while (1+s): Each success spent on this Stunt allows the refuge to remain safe for 24 hours.
No one will find you (1+s): Each success spent on this Stunt increases the Difficulty of others’ attempts to locate the refuge by one.
• A Sentinel
Choose a person or group of trivial targets to be your charge. When you guard your charge, you both gain +1 Defense so long as you stay in the same range band. You also gain +1 Enhancement to rolls to keep track of or defend your charge.
• A Talisman
Bless an object (usually belonging to someone you wish to protect, but not required) and make a Knack Skill roll. If any successes are achieved, it then grants the bearer 2 Enhancement to rolls made to defend or protect against a particular person, thing, or situation as defined at the time of blessing. If you are making a talisman for your charge, this happens automatically without needing to roll.
• A Vanguard
At the start of a combat scene, roll your Knack Skill with 1 Enhancement. You may spend those successes at any point during the scene to protect characters in your range band as if you had made the complicate action (Scion: Origin p. 118).
• A Vigil
When you stand guard over a person, place, or thing, you do not need to eat or sleep so long as your vigil persists. This benefit extends so long as the protected target remains within your sight. You may do other things — talk, interact, move around, etc. — but must devote most of your time to keeping your vigil. You may only keep vigil over one thing at a time.
• A Warning
You sense the presence of danger before it emerges. Spend Momentum and double the successes on any roll to detect ambushes or to discern whether a person means harm. If you are protecting your charge, you do not need to pay the cost.
• A Watch
As long as you are watching over your charge, you receive Enhancement equal to half your Legend on any rolls to avoid being swayed or distracted. This includes attempts to seduce, intimidate, or even deceive the character, be they mundane or magical.
• Aggravated Defender
Sometimes you need to make it very clear someone’s under your protection. Spend 1 Momentum. Your attacks gain the Aggravated and Messy tags when defending your declared charge for the duration of combat. You gain +2 Enhancement to intimidation rolls against any who have witnessed your brutal display of force until the end of the scene.
• Ear to the Ground
You automatically know when someone is trying to slander you, your Bandmates, or anyone you have a Bond to, and add your Guardian dots as Enhancement to rolls to disprove their claims, clear the air, or identify the source.
• Honied Words
Choose a person to be your charge. Spend a Momentum and give them a direction or suggestion. When they act on that direction, they gain +2 Enhancement to do so as long as you are watching. If you have a Bond with the person, you can forgo the cost
• A Bulwark When a friendly character in your range band would suffer an injury condition, you may expend health levels from Heavy Armor you’re wearing to prevent the injury. If all damage is prevented this way, all other effects of the attack are also negated.
• The Hearth Warden
When you declare a place as your charge, your presence grants Enhancement 1 to those working on tasks for its protection or wellbeing. You are instantly aware if anyone works to sabotage or suborn your charge, forcing a Clash of Wills with anyone hiding such with supernatural powers.
Guardian Immortal
•• A Juggernaut
Whenever you suffer an Injury Condition, you gain Momentum and recover a Heavy Armor health level. If you’re fighting to defend your charge, if you take an Injured or Maimed condition, you may immediately heal a Bruised condition.
•• Adamant Admonishment (Pālas Specific)
Upholding your sacred duty to protect the living, you exhort the violent and the aggressive to cease. Once per scene when confronting a violent foe, spend your action explaining the flaws in their behavior and how they might act rightly. So long as you continue lecturing and none take hostile actions against them, they must listen nonviolently. Even if they succeed at a Clash of Wills to attempt a violent action, you may reflexively make a social action or an attack targeting them, imbuing Legend for power Scale. If you succeed, their violent action immediately fails in addition to the regular consequences of your action. You may spend Momentum to use this Knack a second time in a scene.
•• Alarm Beacon
When attempting to warn masses about an imminent danger (an approaching Titanspawn, climate change, Ragnarök), you may spend one momentum to Imbue for Scale.
•• By Your Side
Spend a point of Momentum to move to be next to someone you are protecting in an instant, re- gardless of the distance between you. You receive an innate warning whenever this Knack would come into play. If you are protecting your charge, you do not need to pay the cost.
•• Champion of the Community
Spend one Momentum. For a scene, you may declare everyone in one local community as your charge (Scion: Hero, p. 225) for the purposes of relevant Guardian Knacks.
•• Divine Layup
Once per session, you may Imbue to lend Scale to a single action made by your charge to defend themself. This does not stack with any other supernatural sources of Scale they might have.
•• Eternal Guardian
When you protect a person, place, or thing that can be measured with Scale (standing guard at the entrance of your pantheon’s afterlife, keeping a watchful eye on a city all night), imbue a point of Legend, rather than spending, to invoke your legendary Title as a Feat of Scale.
•• Just Do What I Do
For one scene per session, you may give your charge access to a Knack you possess. Their use of it counts against your maximum number of simultaneous Knacks active, and any Momentum or Legend is spent from your total.
•• Living Pillar
When you protect someone else with your body, you are immune to environmental hazards: The flames of a burning building do not scorch you, a landslide does not crush you, water cannot drown you, and so on. As long as you keep your charge close (within arm’s reach), they benefit from the same immunity, but still need to eat, sleep, etc., so it’s best to leave a hazardous area as quickly as possible.
•• Matsya’s Promise (Devá-Specific)
You declare your charge to be under your dharmic protection. You may Imbue for Scale to protect your charge, or to give Scale to their actions to avoid harm. This does not benefit rolls to attack, even in self-defense, nor does it stack with other magical sources of Scale. If they have a Legend rating, they may, one time ever, do the same to repay you, after which they are no longer your charge.
•• Puppet Show
You take command of your charge’s body and mind, directing her actions and guiding her thoughts. Roll your Guardian Knack Skill. Success allows you to direct your charge to take a single action. You dictate how she takes the action, and even if she speaks or talks while taking the action. You must be able to see your charge to use this Knack, though you do not have to verbalize or speak the command out loud. This Knack does not work unless you have a Bond to the target, and they are a lower Tier than you
•• Rescue Mission
Once per scene, Imbue for Scale when saving someone who is imprisoned or hopelessly lost in a way that no mortal could ever escape (kidnapped by a god, trapped in a labyrinth, dead and rotting in the Underworld).
•• The Fastness
Your sanctuaries and sigils are always under your protection, no matter the distance. Imbue Legend to consecrate a place of safety or static symbol of your protection; those who seek shelter there benefit from additional defensive Scale when fighting to protect themselves. This may create a Realm Condition (p. 67) that KnacKs 181 reduces the cost for Earth, Epic Stamina, or Epic Strength Divine Rule actions taken through it by 1.
•• The Greater Kami (Kami-Specific)
Young, weak kami are loath to harm you. Spend a point of Momentum; for the remainder of the scene any mundane weapons newer than 100 years are at +2 Difficulty to injure you or your charge.
•• The Heart
Peoples and nations respond to your call to action. When rallying large numbers of people in defense of their home, loved ones, or another shared bond, imbue a point of Legend, rather than spending it, to invoke your Legendary Title as a Feat of Scale.
•• The Return
When you declare a place as your charge, you may spend Momentum to access it for a scene and then return to your previous location, no matter the distance. You may spend an additional Momentum to bring your Band or another small group with you. You are always aware if your charge or its inhabitants are endangered, which removes the cost to access it.
•• The Threshold
When you declare a place as your charge, you are always aware when someone attempts to enter or harm it. As long as you are unvanquished, lower tier characters simply fail without your permission. Equal or higher-tier characters may attempt a Clash of Wills to force their way in without otherwise defeating you.
•• The Watchtower
To approach you is to be known. Enemies never benefit from attempts to ambush you, your charge, or any characters in your immediate presence that are under your protection. Attempts to escape your notice in Divine Rule play require an additional point of effect, even if using a subtle method.
•• They Cannot Be Touched
Spend a point of Momentum and designate one person to be immune to all source of damage until the end of the session. This only applies if the character is someone you have a Bond with, or is of a lower Tier. If a target does not need to be protected (such as your best friend, the Warrior-Calling Scion), this Knack does not apply.
Healer Heroic
• Combat Medic
When you tend to an ally’s wounds in the heat of battle, once per turn remove any −1 Injury they may be suffering — including damage sustained to armor — without needing to roll. You may not make Mixed actions when utilizing this Knack.
• Complete Medical History
You can tell how old someone was when they took their first steps from the way they waltz. Spend Momentum when examining someone at a close distance. You know their entire medical history, down to minute, specific details, and may gain Enhancement equal to your Healer rank for one action targeting them by taking advantage of your incredibly intimate knowledge. Supernatural disguises or similar deception must defeat you on a Clash of Wills to avoid your scrutiny.
• Damage Conversion
When you administer medical attention to a patient or yourself as an action, convert any Injuries one lower: Maimed becomes Injured, Injured becomes Bruised, and Bruised injuries heal completely.
• Doctor’s Kit
At the start of a combat scene, roll Knack Skill. Spend the resulting successes on the following Stunts whenever a bandmate or allied character in the same range band as you takes an Injury:
- Ice Pack (1) — Remove a −1 Injury, including those sustained by armor
- Swift Bandaging (2) — Remove a −1 Injury
- Emergency Operation (4) — Remove a −4 Injury until the end of the scene
• Herbarium Rex
You cultivate a collection of medical plants from the World and beyond. Make a Knack skill roll the first time you encounter a disease or poison. If you succeed, you possess a cure which will instantly cure or suppress mundane maladies, and grant you your Healer rating in Enhancement to treat supernatural ills. To treat additional individuals or cases, you may have to acquire more medical supplies. If you fail, you still know how and where to find them.
• Holistic Empowerment
Treating the entire body as a system to be purified and empowered, you may grant exceptional health and wellness to yourself or an ally. At the beginning of a scene or when rolling Initiative, designate a target within close range to be empowered. Make a Knack Skill roll and spend successes on the following stunts:
- Sound of Mind (1-2s): For 1 success, the target gains 9-again this scene for rolls using Mental Arena attributes. For 2 successes, the target gains 8-again instead.
- Strong of Limb (1-2s): For 1 success, the target gains 9-again this scene for rolls using Physical Arena attributes. For 2 successes, the target gains 8-again instead.
- Clear of Heart (1-2s): For 1 success, the target gains 9-again this scene for rolls using Social Arena attributes. For 2 successes, the target gains 8-again instead.
• Immediate Intervention
The first time a character suffers an Injury Condition in a scene, you may immediately heal it. You may heal additional characters by spending Momentum for each, but no character may benefit from this Knack more than once a scene.
• Immunization Booster
Designate up to your Knack Skill in targets to be under your care. While under your protection, they get +2 Enhancement to all rolls to resist disease and poison, and to recover from injuries. Storyguide characters you protect in this way are automatically protected — that is, the Storyguide does not need to make rolls when they would be affected by disease or poison.
• Instant Diagnosis
When you spend time interacting with an ailing target, you diagnose what is wrong with him, as well as any other pertinent medical information. In the event that she is diagnosing a patient suffering from a supernatural disease, this may require a Knack Skill roll, which is opposed by whomever afflicted the victim.
• Lay Down Your Troubles
When you perform for someone, you gain access to the following stunt:
- Catharsis (3s): After your performance, the target resolves emotional Conditions with total Complications or difficulty penalties equal to your Healer rating. This can also affect curses from characters of your Tier or below; against those of higher Tiers, you instead cause the curse to recede for the scene.
• Medically Induced
With a Standard Action, you may place an individual into a state of suspended animation. If the individual isn’t already Taken Out, they must be willing to enter the state. This state is maintained indefinitely, but this requires that a Scion with this Knack tend to the individual one day per year. Rather than waiting, a character of equal or greater Tier to the character who used this Knack may rouse someone from their coma with the Medicine skill. While in this coma, an individual is immune to age and disease and doesn’t require food, water, or air. They may heal normally. As an additional perk, you receive a +1 Enhancement to treat anyone who is unconscious, sleeping, or suffering from any form of sleep disorder.
• Protect Doc
In conflicts all over the World, medical professionals rush in to give aid to the wounded. During an action scene, make a Knack Skill roll. If you succeed, an SGC of the Storyguide’s choice makes your safety their priority while you’re rendering medical aid. The character defends you until they lose a number of Health boxes equal to your successes rolled +1. If you take an offensive action, you can disengage and spend 1 Momentum to use this Knack a second time in the same scene.
• Spread Disease
When dealing with a patient who has a disease, you can increase the Complication from the disease by a number of points equal to your Knack Skill, or you may designate a number of nearby targets equal to your Knack Skill who also contract the disease at the original Complication rating
• Surgeon with the Hands of God
Halve the time you need to undertake any kind of medical procedure (such as surgery). You never face any increased Difficulty to treat a critically ill or injured patient.
• The Bare Minimum
You are always able to safely tend to someone’s wounds even if you have no sanitary medical tools available. Even if all you have are twigs and dirt, you’ll be able to perform surgery at no increased Difficulty and at no risk to your patient.
Healer Immortal
•• Breath of Life
If you touch a target within three minutes of their death, you can spend a point of Legend and bring them back to life with all Injuries filled. Any longer than three minutes and the target cannot be revived.
•• Cleanse the Land
You are able to heal the environment itself, out to Long Range. You fix damage to structures or flora and remove any pollutants or contagions found in the area or its wildlife. This can also be used to add or remove up to three points of Enhancements or Complications to the field. Supernatural blights require a Clash of Wills.
•• Disaster Relief
Imbue for Scale when attempting to halt the loss of life after a massive violent event, such as a battle or a natural disaster.
•• Excision
You cut out illness, root and branch. When you successfully treat someone for a specific disease or condition, you may spend Momentum to perfectly treat anyone else suffering from the same malady for the rest of the episode. When solving problems with this Calling in Divine Rule, gain an additional point of effect.
•• Healer of Souls
Imbue for Scale when attempting to heal the hearts of an entire group or culture. This might mean setting aside past prejudices, or moving forward after a national tragedy, or inspiring the hope needed to survive an ongoing crisis.
•• Herbarium Imperator
You cultivate medical plants and substances of singular quality. Once per session, you may use your superlative stock to make a Knack skill roll. On a success, do any of the following, extra successes al lowing you to affect the same target with different effects.
- Instantly cure a target of all mundane diseases, poisons, and ailments.
- Instantly cure a target of one supernatural disease, poison, or curse.
- Instantly cure a target of any number of -0 or -1 injuries, or a single more serious wound.
You may spend momentum to use this power ad- ditional times, but never for the same effect, in a single
session.
•• Immortal Instruction
When you task someone else to provide care to a patient in your absence, they treat patients as if you were providing care, including from any other relevant Knacks. You may empower up to your Knack Skill in assistants this way.
•• Internal Refinery
When exposed to a poison or disease, make a Knack Skill roll. A success instantly cures yourself. By spending a point of Momentum, you then also generate one dose of a cure or antidote, which you can secrete and administer to another person.
•• Living Ends
Designate a target to be under extreme care. While under your care, they can take an additional number of -2 injuries equal to your Healer rating, and cannot be killed save by the direct efforts of higher-tier characters than you. When they heal, they may treat -2 injuries as -1 injuries.
•• Time, A Scalpel
Your Procedural rolls always have the following Stunts available.
- Ongoing Care (variable): Spend successes equal to the penalty of an Injury affecting a character you are treating to immediately heal that injury.
- Healing Presence (1): The target gains your Healer rating in Enhancement for any rolls to recover from or resist disease and poison
•• Operating Theater
You establish a place of healing and wellness, from which recovery and knowledge of life and death flow. Imbue Legend to consecrate a place of healing and medicine; those practicing medicine there benefit from additional scope Scale when treating large numbers of patients. If there’s a common source of injury or illness among the patients, you automatically recognize this and gain the same Scale when attempting to determine the root cause. This may create a Realm Condition (p. 67) that reduces the cost for Death, Fertility, or Health Divine Rule actions taken through it by 1.
•• Panacea
When you work to cure a disease or fight an illness on a large Scale (curing cancer, stopping a God-driven plague), imbue a point of Legend, rather than spending, to invoke your legendary Title as a Feat of Scale.
•• Plague Bearer
Spend a Momentum to inflict a mythic plague upon an area, affecting everyone within it. The disease’s Complication is equal to your Healer Knack Skill. You can spend an additional Momentum to exclude specific people from the plague’s effect. The disease is not supernatural in nature and can be cured through normal means.
•• Reconstruction
Once per day, make a Knack Skill roll. If any successes are achieved, remove any one Condition a target may face that is not necessarily an illness or ailment. Examples include ending a character’s blindness, restoring a limb with a perfect prosthetic, and ending paralysis or PTSD. You may cure additional ailments by spending 1 Momentum each. As an additional effect, which does not cost Momentum, at the beginning of the session you have the option to reassign your Attribute dots in any order as long as they remain within the same original categories. You cannot move Resistance dots into Power dots, for example.
•• Remember Them
With a touch, you are able to restore anyone’s lost memories, from dementia patients to Underworld Shades. The permanence of this effect is up to you. Memories specifically stolen or occluded require a Clash of Wills.
•• That Which Was Broken
If you are rebuilding something that was once destroyed, you may add your Healer dots as an Enhancement to all rolls in the complex crafting action.
Hunter Heroic
• Apex Predator
When a target of lower Tier who you have been pursuing attacks you or otherwise attempts to hunt you in return, increase the difficulty of all Stunts they apply against you by 1. If this target is your quarry, increase it by an additional +1.
• Eyes in the Blinds
Spend Momentum to invest a fraction of your power into a small token (a coin, a figurine, dice, an arrowhead, etc.). Place this token anywhere in a Field you are aware of, and for as long as it remains in place you have the power to observe the goings-on in the Field as if you were present. This lasts for the duration of a day in-game time, or for a session of play, whichever is longer. You do not have to deliver the token yourself, and may send an ally or animal companion to deliver it instead. If the token is destroyed or otherwise removed from the Field, the effect ends. The Difficulty to notice the token is equal to your Hunter Calling dots.
• Harry
While you’re hunting someone, they cannot rest. Your constant harrying leads to small mistakes and growing weakness throughout the hunt. Anyone you pursue loses the ability to re-roll 10s on any dice rolls they make.
• Internal Compass
You always know your precise direction — whether that be navigating while on foot or driving a car, or working your way out of a petty God’s labyrinthine prison. You do not ever have to roll to navigate somewhere, or to find your way out of being lost. If you are entrapped in a magical maze, make a Clash of Wills with 2 Enhancement.
• Keen-Eyed Predator
When you enter a Field, you extend your senses to determine what might await you. Ask one question from the following list for free. You may roll your Knack Skill and spend one success per additional question. The Storyguide must answer these questions honestly:
- What kinds of hazards (such as terrain) are present?
- Where is the nearest exit?
- Where is the safest way in?
- How many hostile enemies are present?
- Who (or what) is the biggest threat?
• Most Dangerous Prey
Choose an enemy to be your quarry. When you pursue your quarry, gain Enhancement 1 to all rolls made against the target (including attack rolls) until the end of the session or until you catch them, whichever comes first. You gain access to the following Stunts, which may be applied to any attack action made against your quarry:
- Stalk (1s): After resolving your attack, spend a success to take an additional Move action.
- Snare (any successes above Defense): You trap the target in place. They may not make Move, Rush, or Disengage actions. To end the effect, the target must make Athletics + Dexterity rolls vs. your Knack Skill until they succeed or until you choose to end it, whichever comes first.
• No Safety
At the beginning of an action scene in your hunting ground, you may define a field as dangerous terrain with a Complication rating of your Hunter rating. During a Chase there, you may create a Complication 2 Hazard to inflict on your opponents once per scene.
• No Shelter
Enemies in your hunting ground treat all cover as though it was expendable, and you gain Enhancement 1 for any chases there. Your quarry cannot gain the benefits of cover in your hunting ground, and you gain Enhancement 2 for any chases against them.
• Nose for Deals
When you search for a good or service — whether that’s authentic Ethiopian cuisine, new Victoria-brand sneakers, or an ophthalmologist with cyclops-related experience — the Storyguide will offer you your choice of the quickest, easiest, or safest route to get it. You gain +2 Enhancement to overcome obstacles along that route.
• Predator’s Senses
Attuning your consciousness to the greatest hunters of the animal kingdom allows you to tap into their senses. Be it an eagle’s eyesight, a horned owl’s hearing , or a shark’s sense of smell, you can turn on this Knack at will while pursuing your quarry, gaining 3 Enhancement to a chosen sense. With a Knack Skill roll you can increase the number of senses active at one time. If you encounter a bright light, loud noise, or any other sudden assault to the senses, make a Survival + Composure roll (difficulty 1) to avoid being startled and gaining the Stunned Condition.
• Preternatural Senses
As a master of the hunt, a Scion with this Knack is never caught unaware. So long as you’re hunting something, you may take the 8-Again quality on any perception rolls you make, including for Clash of Wills attempts to pierce mystical concealment.
• Query the Quarry
A Hunter with this Knack is keenly aware of what plane of existence their chosen quarry is currently on, whether an Overworld, Underworld, The World, a Terra Incognita, or an even stranger place. This information updates in real time, so if a Hunter’s quarry flees from Asgard to Jotunheim, they know instantly. Additionally, the Hunter receives +1 Enhancement on any action to move between realms, even if they have no current quarry. If they do, this bonus stacks with the Enhancement from Most Dangerous Prey.
• Scent of Blood
You can smell the blood in the water, and it drives you towards your goal. Gain +1 Enhancement on attacks made against targets that have one or more Injury Conditions
• Silence in the Woods
When pursuing a target, you make no noise at all, adding +2 Enhancement to avoid detection based on hearing/sound (including things that can perceive vibrations without specifically hearing) and to set up ambushes. This Enhancement applies before you roll. Recording equipment is also unable to pick up your sound.
• Worrying Hound
While pursuing a target, you do not face any increase in difficulty to track down your target, even if they were to take flight, hide in a body of water, or attempt to disappear into the back alleys of a crowded city. You always have some idea of where your target has gone, and gain +1 Enhancement to keep up with him and to apply any Stunts you may have access to from Hunter Knacks. When you hunt your quarry, add another +1 Enhancement.
This companion is fast and quiet.
Suggested Primary/Secondary Pools: Ambush, Evade, Find, Follow, Hide, Run.
Bonus: You gain +1 Enhancement to follow or find a person.
Hunter Immortal
•• Always There
Anyone of a lower Tier cannot escape you. You always find them and can always track them down no matter how far they go.
•• Baying of the Hounds
Spend a Momentum to set the hounds loose on your prey. These are not literal hounds, but creatures of the Mythos that harry your enemy, corralling them for you to collect later. Your target suffers a Complication equal to your Knack Skill on all actions, taking an Injury Condition as a consequence for not buying it off as the hounds chase them. The hounds do not stop bothering the person until they fall unconscious, or you catch up to your prey.
•• Between Disasters (Zemí Specific)
No pathway between islands, across the World, or beyond its borders surprises you. When you engage in long term travel, you’re always aware of any potential hazards or dangers along your path and gain an Enhancement equal to your Calling rating to avoid them. In Action-Adventure gameplay, reduce any damage from dangerous terrain or damaging fields by your Calling rating to a minimum of zero
•• Catching Thoughts
Your Procedural Investigation actions gain your Hunter rating in Enhancement for use in the Extra Clue and Q&A Stunts; when purchasing those stunts, you may always ask questions about individuals involved, determining a person’s motivation from the depth of their footprints or their particular skills from their dirty dishes. You act with additional Scale when investigating your quarry.
•• Crying Wolf
You quarry cannot get help, because no one believes they’re being hunted. Once per scene, you may Imbue for Scale to terrorize them out of credibility or to convince their allies that they are in no real danger. They’re Digging in the Wrong Place: Imbue for Scale when attempting to find something that was lost to history (a forgotten relic, an ancient secret, or a single, centuries-old soul bound in the vast expanses of an Underworld).
•• Fell The Mountain
The bigger they are… When hunting enormous or incredibly durable targets such as enormous monsters, giants, or similar prey, you may spend Momentum to discover their weakest point. For the rest of the episode, reduce the cost of the Inflict Injury and Critical Stunts against targets with Size Scale or Segments, and of resolving Goliath milestones by 2. When using Direct Assault (p. 70) through this calling in Divine Rule, gain an additional point of effect.
•• Hackles Rise
One predator can’t slip by another. You always know if someone else has taken life; whether it was animal, human, monster, or divine being; and whether it was out of need, in the flash of passion, or in cold blood. Magical attempts to deceive you or avoid this power must defeat you in a Clash of Wills.
•• Hunting Party (Manitou-Specific)
When you lead a hunt for a specific species of animal or Titanspawn, you may use your dots in the Hunter Calling as an enhancement to all rolls toward finding the location of the creatures.
•• No Escape
At the beginning of an action scene, you may define a Field in your hunting ground as difficult terrain which affects only your enemies at a Difficulty equal to your rating in Hunter. Your quarry treats the entirety of your hunting ground as such difficult terrain. During a chase there, you benefit from an additional point of speed Scale.
•• No Hiding
You can focus on one of your hunting grounds, becoming perfectly aware of everything going on there for a scene, no matter where you are. Lower tier characters cannot conceal their presence or any activities from you, while equal or higher-tier characters must succeed on a Clash of Wills to successfully hide from you
•• Oubliette
Once you have caught your quarry, spend one momentum to trap them. The field around them transforms into a cage or labyrinth of your design. Beings of lower Tier are trapped, while others must attempt a Clash of Wills to escape. You may enter or exit at will.
•• Perfect Camouflage
You blend in seamlessly with your surroundings, granting +3 Enhancement to avoid notice by the person you are pursuing, which applies before you roll. Targets of a lower Tier simply cannot spot you. Gain access to the following Stunt:
- Vanish (successes equal to the target’s Composure): After resolving an attack, you vanish from the target’s line of sight. They may not target you with any action until the start of your next turn.
•• Pursuit Predator
While on the hunt, you don’t need to eat, drink, or sleep; suppress the effects of related Conditions until you succeed or abandon your pursuit. You gain your Hunter rating in Enhancement for attempts to exhaust or otherwise outlast your quarry.
•• Relentless
When you pursue or hunt a target on a massive Scale or of great Size (chasing your target across dimensions, hunting a mountain-sized titanspawn), imbue a point of Legend, rather than spending, to invoke your legendary Title as a Feat of Scale.
•• Send the Pack
Make a Knack Skill roll. On a success, designate a target that you can see with unaided sight. Friendly characters you designate up to your Legend can pursue them without ceasing and at no increased difficulty.
•• To Extinction
You may declare any organized group of foes as your quarry for the purposes of relevant Knacks. If you have the Knack “Always There” (Scion: Hero, p. 228), and the targets are of lower Tier, you may immediately jump to the scene of catching the last one.
•• Trophy Room
You may declare any organized group of foes as your quarry for the purposes of relevant Knacks. If you have the Knack “Always There” (Scion: Hero, p. 228), and the targets are of lower Tier, you may immediately jump to the scene of catching the last one.
•• Wild Expanses
A lodge, hunting ground, or untrammeled stretch of wilderness is enough for you to feed a people. Imbue Legend to consecrate a hunting ground or attendant area dedicated to the hunt. Those hunting there benefit from additional applicable Scale when attempting to obtain rare or bountiful resources. This may create a Realm Condition (p. 67) that reduces the cost for Beasts, Moon, or Wilds Divine Rule actions taken through it by 1.
Judge Heroic
• Curse of Fragility
Pick a target in a combat situation and spend a Momentum. For the rest of the fight, all enemies attacking your target are considered to have the Brutal Tag.
• Divine Truths
By speaking plain and true, you empower what you say. Whenever you speak truly, you may add Enhancement equal to your Knack Skill to any Intrigue rolls to persuade or inform. At the Storyguide’s discretion, this Knack may fail to function when the character’s words are untrue — even if she believes them.
• Eye for an Eye
When you suffer an Injury, spend Momentum and inflict the same Injury on the target that attacked you. The target must have attacked you directly; you cannot reflect attacks that targeted someone else. If the target does not have the ability to take a similar Injury (having your arm bitten by a giant snake, for example), inflict an Injury of similar severity instead, such as a festering, envenomed bite mark. This also applies to Critical Hits inflicted.
• Final Judgement
People of the World trust in your ability to resolve conflicts fairly and without bias. When asked to mediate, with a successful Knack Skill roll all parties involved accept and abide by your decision. While the parties involved accept your judgement, this Knack does not prevent those on the losing side of the argument from harboring ill will toward you for siding against them.
• Honor in Duty
When you work to uphold the law, justice, or order for a higher power, whether as an agent of mortal society, divine right, or stranger authority, those attempting to directly interfere with your investigations or litigation suffer your Judge rating in Complication: Censured once per scene.
• Indisputable Analysis
You spend a moment observing the scene you wish to analyze and the player makes a Knack Skill roll. You then apply the successes on this roll as Enhancement to all rolls made to analyze and investigate the incident for the rest of the scene. These successes apply before you roll.
• Inescapable Judgement
Imbue for Scale when punishing the guilty on a massive scope (capturing every member of an international criminal enterprise, guillotining a cruel aristocracy, binding a Titan).
• Interlinking Roots (Ilhm Specific)
You trace relations and relationships through the community, determining where the people have come from and how they’ve come together. You can tell two individuals’ relationships, from familial to friendly, formal to intimate, at a glance, including any Bonds, Attitudes, or supernatural effects connecting them. If supernaturally concealed from you, you may gain +2 Enhancement on any Clash of Wills to discover that information.
LORD OF THE PRIMORDIAL WATERS, KEEPER OF THE ME
Aliases: Ea, Enkig, Nudimmud, Nissiku; 40
Callings: Creator, Lover, Trickster
Purviews: Artistry (Pottery, Sculpture), Beasts (Fish, Goat, Turtle), Fertility, Forge, Fortune, Prosperity, Stars, Water
• Lie Detector
Anyone of a Tier lower than you suffers +2 Complication to lie to you. If you are currently casing and they are somehow involved, they simply cannot lie to you at all. The Storyguide should also notify you when a lie has been told, though it does not automatically reveal the truth, and also reveals nebulous truth, such as “he has been convinced this is true” — which should always be a means for characters to pursue the person who manipulated the target in the first place.
• Lift the Veil
Lift the Veil allows you to see through disguises. By taking a moment’s concentration, you may see through any illusions or shapeshifting intended to deceive. Against a character of a higher Tier, this requires a Clash of Wills.
• No Innocents Were Harmed
Whether they mete out justice with fists, bullets, or hurricanes, a truly just Scion seeks to spare those undeserving of their wrath. Before engaging in an act of violence, you may spend a Momentum to declare your target and make a Knack Skill roll. Each Success on this roll increases the Scale of violence which you can engage in without harming anyone who is truly innocent, starting at Scale 0.
• Objection!
You mark a target, and anyone targeting them with an action gains +1 Enhancement to all rolls. This bonus applies before you roll. Gain access to the following Stunt, which you may apply to any of your attack actions:
- Terrify (any successes above Defense): After applying this Stunt, the target must make a Clash of Wills roll. On a failure, they must flee the fight or suffer +2 Difficulty to attack rolls until the fight is over.
• On the Case
When you investigate an event or scene, you are casing. While casing, gain +1 Enhancement to rolls to discern motives and search for clues, which applies before you roll. Casing lasts until the end of the session.
• Proper Penance
When a character confesses a wronging or failure to you, you may proscribe a course of action for them to atone or set things to right. Roll your Knack skill; your successes make a pool of Enhancement they may spend on rolls to follow your instructions for the rest of the session. If they choose to actively defy your judgment, they suffer +1 Difficulty on all their actions for the rest of the session instead.
• Quick Study
You sweep your eyes over a crime scene and collects clue almost immediately. Halve the time you would need to perform an investigation. Quarter it if you are also casing.
• Read the Room
When you observe a crowd or audience, you can ask the Storyguide for two options of how you could win them over. If you do one or the other, they automatically improve their Attitude toward you by 2 steps, and you intuit a useful clue about what else they want from you, what it would take to get them to do something, or some other piece of useful information about the group; if you act on it, you gain +1 Enhancement.
• The Truth Arises
When you engage in conversation (or other such interaction) with an alleged perpetrator of a crime, make a Knack Skill roll. On a success, if the target is guilty, he will leak a piece of information that connects him to his crime. Before expending effort on using this Knack, let the Storyguide know, and she should tell you if the target does not have any valuable information to leak — which in itself can be helpful in an investigation.
Judge Immortal
•• A House of Law
Your chambers or places of judgement are beacons of light and order across the land. Imbue Legend to consecrate a courthouse, hall of judgement, law library, or similar place of jurisprudence. Those attempting investigative actions (in Procedural scenes or otherwise) to determine the truth within its walls benefit from additional Scale. This may create a Realm Condition that reduces the cost for Fortune, Order, or Sun Divine Rule actions taken through it by 1.
•• Bound by Oath
When someone swears an oath to you to perform a task of your choosing, you bind it with your choice of swearing ceremony. As long as they work towards the sworn oath, they gain +1 Enhancement to all rolls until the task is complete. This bonus applies before the roll. If the target breaks your oath, the next roll they would make botches automatically.
•• Divine Mercy
When someone has been unfairly punished or given an excessive sentence, you may Imbue for Scale to release them. This may involve sundering chains, burning a slave labor camp to the ground, or pulling someone out of a tormenting afterlife (to place them in a more benevolent Underworld realm; this Knack alone cannot undo a death sentence). Doing so is seen as a law- ful act in the eyes of any Boons or Knacks that make that distinction.
•• I Am the Law
When you reshape laws or challenge the structure of society on a wide Scale (rewriting a country’s constitution, smashing the patriarchy), imbue a point of Legend, rather than spending, to invoke your legendary Title as a Feat of Scale.
•• Name the Executioner
If you declare someone guilty of a transgression, you may proclaim a single ally as the executioner of their punishment. Once per session, you may Imbue for Scale to modify a single roll made by the executioner to punish the transgressor. This does not stack with any other supernatural sources of Scale.
•• Oathbinder
You can sanctify oaths with the force of your divinity. Any character of a lower Tier attempting to break such an oath cannot do so, and others must make a Clash of Wills against you. You know immediately if such an oath is successfully broken.
•• Pardon and Parole
When a character offers recompense for their deeds in good faith to you and promises to amend their behavior, you may grant them pardon. As long as they keep the promises they make to you, the World recognizes their changed nature and prevents further persecution from any who acknowledge your judgement or who are lower Tier characters. This may include avoiding legal consequences, removing negative Attitudes towards them, and allowing relevant Fatebindings to resolve peacefully (such as a NEMESIS becoming a Balm). If they break their word to you or return to their perfidious ways, this effect ends, and you immediately know.
•• Pronounce Guilt
You declare a target is guilty of a crime, and it becomes true. The target need not actually be guilty or even associated with the crime, but the moment you declare their guilt, all the evidence lines up.
•• Read the Ib (Netjer-Specific)
The heart is the record of all deeds, good or ill. By simply looking at any being of Lower Tier, you literally see their beating heart in their chest, and can assess their most severe, recent unjust act. Beings of equal or greater Tier require one Momentum and a Clash of Wills.
•• Righteous Petitions
You may provide supernatural aid or supply to a character embarking on a quest, an errand for a higher power, or in pursuit of a worthy Ideal. Pick a Birthright of value up to your Judge rating; they gain access to it until they succeed at or abandon their goal, or the end of the arc. You may have no more benefits present in play than your Legend at any one time.
•• Terror of the Guilty
Anyone guilty of a wrongdoing of your choosing who is of lower Tier than you can- not bear to be in your presence and will flee in panic and terror or break down weeping and confessing. To apply this to anyone of the same Tier or higher, spend Momentum and win a Clash of Wills.
•• The Good and Bad Places
Whenever you or your bandmates take the life of any being of Lower Tier, you may declare the Underworld to which that Shade is sent. Beings of equal or greater Tier require a Clash of Wills. The Shade must still undergo any necessary afterlife trials, and the ruler of that realm has final say over the soul’s specific placement, but they will take your judgement into account. If they vehemently disagree with your assessment, they will likely let you know out of professional courtesy.
•• The Pain of Dishonesty
Spend Momentum and anyone who lies directly to you suffers 1 Health damage or a −1 Injury Condition of your choosing. You choose whether or not to inflict the damage, automatically alerting you of the lie (though it does not automatically reveal the truth). You also know the severity of the lie, and therefore can choose not to harm someone who is lying to preserve someone’s feelings as opposed to lying to obstruct a criminal investigation.
•• The Price of Perfidy
Characters who have seriously breached the law or their honor suffer distraction and shame in your presence, suffering Complication: Censured (p. xx) to their actions equal to your Judge rating once per scene. Characters who have lied, committed petty crimes, or broken simple promises suffer if they erred in the same scene, while those who have committed serious crimes, broken oaths, or committed dire betrayal suffer unless they’ve somehow atoned for their deeds.
•• The Proper Forms (Shén-Specific)
You can instantly sense whether someone has acted without following proper bureaucratic procedures (such as driving without a license or leaving Diyu without the permission of the royal judges). If they are of lower Tier, you can command them to immediately make steps to rectify this error.
•• The Stench of Betrayal
You are always aware when someone in your presence holds a negative or inappropriate Attitude toward a superior, ally, or subordinate. You automatically know the Attitude in question for lower Tier characters, and gain your Judge rating in Enhancement for attempts to try and discover it for other characters through intrigue actions.
•• Universal Inspection
You can find dust motes hidden amongst thistle if it will reveal the truth. When performing an investigation or search on an enormous Scale, such as finding a lost ring hidden in a crow’s nest within a city or a smudged footprint in a muddied factory field, imbue a point of Legend, rather than spending it, to invoke your Legendary Title as a Feat of Scale.
•• Voice of Law
Spend Momentum and name an action you wish to outlaw for the scene. Characters attempting to disobey it must always roll, even if it would normally be an unrolled action (i.e., “No one may open that door!”). Attempts to disobey suffer your Legend in additional Difficulty, and those who succeed at disobeying suffer Complication: Censured equal to your judge rating.
Leader Heroic
• Call to Adventure
No matter how skilled and daring, a Leader without followers is alone. This Knack allows you to call forth willing followers to assist you should you find yourself alone (here defined as without any Followers). At the start of a Scene, make a Knack Skill roll. These successes can be spent to purchase temporary dots of the Followers Birthright at 2 successes per dot. These Followers disperse at the end of the scene in which they were conjured. Players and Storyguides should work together to select Followers that make sense for the situation.
• Captain of Industry
When you take charge of a group, roll Knack Skill. With two successes, you need only spend 2 Momentum to add an interval to a complex action. With five successes, you need only spend 1 Momentum.
• Cloak of Dread
You project an aura of menace that terrifies and intimidates anyone who would dare cross you. Spend Momentum and double your successes on any Knack Skill rolls to intimidate targets. Enemies of a lesser Tier and extras simply will not attack you.
• Good Listener
When you make casual conversation with an SGC, that character will reveal information or an important detail that the Leader is looking for, if they know it. Before using this ability, tell the Storyguide what you’re seeking; if the SGC doesn’t know it, you immediately become aware that the character isn’t relevant to your quest. Even the most recalcitrant of characters eventually opens up and reveals a clue — this power requires no roll.
• Grand Entrance
When you make a first impression, roll your Knack Skill. On a success, the target remembers you favorably, granting you +1 Enhancement to all Social rolls made towards them until the end of the session.
• Harsh Words
Your orders are more than just an impulse; they are a compunction with a threat of punishment if not followed. Give an order to a target and spend a Momentum. They suffer a Complication equal to your Leader Calling rating to do anything other than what you ordered. If they fail to buy it off, they take a damage
• Inspirational Aura
When you take charge of a group, roll Knack Skill. For every two successes rolled, reduce the Difficulty of all actions taken by the group you command by 1. You can inspire a number of people equal to her Leadership + Leader Calling, or can spend a point of Momentum to apply this to a much larger group, multiplying that number by 10 for each Momentum spent. The decrease in difficulty does not apply to you, though while you are inspiring others, you gain 2 Enhancement to apply to social rolls involving leadership, and any Stunts you may have gained from Knacks.
• Inspiring Ichor
When leading troops in battle, you can inspire them to further heights through risking your own health. Any time you receive an Injury Condition, any followers within Medium Range receive Enhancement to their next action equal to the severity of the injury. Bruised provides 1 Enhancement, Injured 2 Enhancements, and Maimed 4. Being Taken Out provides no inspiration to your followers. Despite the name, the character need not actually visibly bleed.
• Lead by Example
Whenever you lead a group of Storyguide Characters in an activity, be it an actual hunt, a military exercise, an elaborate dance routine, or a marathon coding session, you inspire your subordinates to success. Make a Knack Skill roll with 1 Enhancement and spend successes on the following stunts. These successes may be spent throughout the task you are leading. Each stunt may be purchased multiple times.
Follow my lead! (2s): Any Follower who can view an action you undertake receives an Enhancement equal to half your successes to attempting the same action.
Victory together(1s): Any Follower may gain the 9-again rule for their next action to complete the task.
• Lighthouse of Society
In a tense, heated, or chaotic situation, you stand as a beacon of certain leadership. Your presence is a bulwark against fear and panic. As long as a crowd has not been frightened directly by magical means, you can get a group of people to act calm and do as you ask (such as evacuating a danerous area) in an orderly fashion without needing to roll. A supernatural situation requires a Clash of Wills. For example, if an enemy Scion of Eris sows panic into a crowd of mortals so they’ll bolt and trample each other, a roll would be made against her. If Poseidon creates a tidal wave that happens to scare people because natural disasters are terrifying, a roll would not be made against him.
• Muster
Spend Momentum to instantly call aid to your side. A Professional or group of Minions (Scion: Origin p. 143) with appropriate skills for the tasks at hand arrive for the duration of the scene. Such characers either come from your existing allies and allegiances or from the call of Fate. In the case of combat, treat the Minion group as a 4 health Swarm (Scion: Hero p. 288).
• Noble Bearing
Unless you try and hide your true nature, characters who meet you will always understand you to be an important person and figure of leadership. Trivial characters will grant you deference and assume you have rightful authority automatically, while others gain a 2-point Attitude toward you of their choice: “Respect” if positive and “Defiance” if negative. You know which they choose.
• Perfect Poise
You cannot be shaken by panic or fear unless it is from another supernatural source — in which case, you gain 2 Enhancement to resist it (such as making Clash of Wills rolls) that applies before you roll. You also gain 1 Enhancement to all Social rolls involving grace, poise, or composure, and to keep a “poker face.” This also applies before you roll.
• Pied Piper
Your art is captivating, and while you continue to perform, speak, or otherwise engage an audience, they’ll follow you as long as it’s relatively safe to do so. You can spend 1 Momentum to lead them into danger, but other Legendary characters can resist with a Clash of Wills, pitting their Knack Skill + Calling Rating against your Knack Skill + Calling Rating.
• They’re With Me
Your entourage is a part of your Legend, and they accompany you regardless. When you possess this Knack, characters of your Tier or lower cannot prevent your companions from accompanying you, regardless of rules or decorum. This Knack can protect up to one individual per dot in Legend or Leader Calling, whichever is higher. Unlike many Leader Knacks, this ability is explicitly able to be extended to Bandmates.
Leader Immortal
•• “To Me!”
You can get a crowd of people to heed your call at a moment’s notice. Once per session, you may make a Knack Skill roll to call forth a group to aid you in the following scene. This group acts as your Followers, as per the Birthright, with a ranking equal to your successes (to a maximum five dots, with relevant tags of your choice). The group disbands after the scene ends.
•• Abiding Presence
You imbue those who follow you with your ethos and passion, and they follow your design even when you are absent or otherwise unable to lead. Your followers and anyone who attempts to act on your behalf in good faith always knows what you’d want done in that situation, and you may act remotely through them for Procedural actions, using your die pools and powers even if you aren’t there. You pay any relevant cost for powers or abilities used.
•• Amid the Intrigues (K’uh Specific)
Both those K’uh engaged in internal machinations and those who consider themselves above it possess a keen awareness of the shifting alliances and loyalties of their kin. You are always aware when a character in a scene has a positive or negative Attitude towards you, and you gain that Attitude’s value to any Stunts to create Enhancement, Complication, or Difficulty for them. Imbue Legend when leading or opposing a character with at least 3 Attitude towards you on a massive Scale, such as leading an army to aid them or burying them beneath a mountain
•• Be the Example
You lead by showing others how it’s done. Once per scene, when you are taking action with the specific purpose of inspiring others or setting an example, you may Imbue for Scale. The Scale applies to the action itself, though extra successes can be spent on Stunts to rally those who follow you. This could mean taking the first swing against an army of rakshasas, or refusing to give in to temptation when the sirens are calling your name.
•• Corporate Restructuring
Boardrooms are battlefields. Spend 1 Momentum to convince a corporation, organization, or cult to fire a member of their leadership and replace them with another member of the leadership team of your choosing. The Scale of the organization you can affect equals your Leader dots plus the number of successes on a Knack Skill roll. If the leader in question is supernatural, they contest Legend + Resolve vs. your Legend + Manipulation
•• Fearless Presence
As long as they can see you, your followers of lesser Tier are fearless and do not panic or flee. They will walk into the Underworld or plunge into a Titanic monster’s mouth or face down a wrathful storm brewed up by a petulant god so long as you lead them.
•• Grand Enterprise
You may always count the “aid of willing followers and loyal allies” as a Milestone for Procedural actions.
•• Halls of Power
Whether fortress war-room, distinguished dining table, or intimate back room, where you speak, your words echo. Imbue Legend to consecrate a board room, a private study, a public square, or another place you lead from. Those spurring their followers to great deeds within its bounds benefit from additional leadership Scale. This may create a Realm Condition that reduces the cost for Passion, Sky, or War Divine Rule actions taken through it by 1.
•• Largess
Once per session, make a Knack roll when giving gifts or supplies to others. On a success, you can provide any mundane material goods or services that are locally possible, no matter how unlikely. Additional successes may be spent one-for-one to provide otherwise impossible mundane goods (a war horse on a sailing ship; a main battle tank in a grocery store), or temporary Birthright dots, lasting until the end of the session.
•• Living Will
Even if you should fall, your followers fight on. If you are Taken Out in a fight, you may continue to roll to lead your followers, with all of your normal knacks and enhancements to do so, until they too are Taken Out.
•• Loyal Ranks
Spend Momentum and make a Knack roll to call upon great aid. Over the course of no longer than a scene, Followers arrive in force. Treat the assembled host as a Foe (Scion: Hero p. 286) with the Swarm quality and base 4 health; spend successes from your roll to add additional health, or Heroic-tier qualities (Scion: Origin p. 146).
•• Masterful Efficiency
When you lead people in a task, make a Knack Skill roll. They increase in Scale by 1 for every success achieved, up to half your Legend rating, for one action (which may be part of an extended task, though not combat). A team of five people can build a skyscraper, or a small band of warriors can hold a chokepoint against an entire army, etc. You may spend Momentum for the task to increase Scale one for one above the number of successes achieved, again to a maximum of half your Legend rating.
•• Not Today, Friends
When you command others or stir the hearts of many on a huge Scale (commanding an entire army, calling a whole city to your aid), imbue a point of Legend, rather than spending, to invoke your Legendary Title as a Feat of Scale.
•• Power Grab
Your rise to power will be legendary. Once per scene, Imbue for Scale when attempting to usurp someone’s leadership role. This can be through direct force, charisma, or even assassination.
•• Raise an Army
Your command sways people to follow you, even those who barely know you. Spend a Momentum to raise an army of trivial targets which come to your call and fight by your side. No matter where you are, people will come to fight for you, and if you are in a place without people, creatures of the Mythos come in their stead.
•• Signature Crew
At the beginning of the session, choose a group of Birthright Followers to be your favored compatriots. These followers gain an additional Follower tag for each dot of the Leader Calling you have. This affects the Followers capabilities, but doesn’t change the actual makeup of the group. For instance, your three kitsune back- up singers can control a crowd as if they had the Mob tag, without actually increasing in number.
•• The Voice Through the Storm
When following your orders, your Followers may ignore up to your Leader rating in points of increased Difficulty or Complication. Spend momentum to apply this to your band or other worthy allies who are following your instruction for a scene.
•• Unmistakable Dynamism
Even your fiercest enemies cannot discount you as a figure of authority and importance. Beings of lesser Tier can’t help but treat you with respect, no matter their nature. Those of equal or greater Tier must choose to treat with you as an honored presence, even your enemies, and suffer from +2 Difficulty for any actions opposing or targeting you in a scene until they acknowledge your august presence formally (which takes an action in combat). When using divine opposition with this Calling in Divine Rule, gain an additional point of effect
Liminal Heroic
• Always a Backdoor
With this Knack, you are impossible to fully defend against. No matter how unlikely, difficult, or dangerous, you can always find a possible means of entry or escape. This doesn’t mean you automatically manage to get in, but you find some method you could theoretically succeed at, given enough time and perhaps luck.
• Anonymous Wandering
You’re a vagabond, free as the wind. So long as you don’t sleep in the same place twice — whether crashing with different friends or traveling from town to town — you and your companions get +2 Enhancement to avoid pursuers, and mundane authorities can’t track you down at all without supernatural help. Even mystical scrying struggles, suffering a level 2 Complication; if not bought off, all results are from (your Legend) days ago.
• Beyond Memory
You bend the boundaries of cognition, fading from memory after an interaction. Anyone trying to describe you or recall the details of your interaction must make an Occult + Composure roll at Difficulty 2 to remember anything at all, with a 1-point Complication. If they fail to meet this Complication, your identity is safe, though the details of their interaction are not. If this is magically contested, make a Clash of Wills. You may spend Momentum and double successes on any Liminal Skill rolls to avoid passive detection, notice, or stealth otherwise; this does not work against active searching.
• Closed-Door Policy
You can use this Knack to make an entrance to a location unable to be found. Anyone of an equal or lower Tier cannot locate the entrance. Doors blend into walls and forest paths seem to fade into overgrowth. This effect is automatic against anyone two Tiers beneath you. For a character of equal Tier or one lower, they must succeed in a Clash of Wills. You gain +2 Enhancements to the Clash of Wills. The Size of an entrance which can be concealed can be no greater than half the Scion’s Legend, rounded up. A nascent Hero can hide a door or window, but only a powerful God could hide a valley which leads to a Terra Incognita. A character can simultaneously hide a number of entrances equal to their dots in the Liminal Calling.
• Complete Privacy
By reinforcing the importance of your personal boundaries, any interactions you take cannot be listened in on, your lips cannot be read, your phone can’t be tapped, etc. by use of mundane means. Add +2 difficulty to attempts to tail you. This protects only against covert attempts to invade your privacy and offers no protection against airport security going through your luggage or rivals breaking into your apartment.
• Experienced Traveler
When you travel to a new place, no matter how remote, you quickly pick up the social mores and behaviors, along with enough of the language to get by. Add +1 Enhancement to any applicable rolls to blend into the culture, if the Storyguide feels a need to call for a roll at all. This bonus applies before you roll. Additionally, when you attend a social ritual (such as a wedding or a funeral or a birthday party) you always know exactly the right social mores to follow, and how to appropriately dress. Even if you were not invited, you will not read as out of place.
• Familiar Kind of Face
Unless you choose to suppress it, your presence feels familiar to all who encounter you. Trivial characters will treat you as an old, fond friend, while other characters meeting you for the first time develop a positive Attitude 2 of “Pleasantly familiar.”
• Feel the Rush
Distance is trivial for you, and you move effortlessly between places. In a chase scene, reduce any terrain related Complications by 1. Once per scene when you make a disengage or rush action against a lower Tier target, they cannot contest the action. In addition, when you spend 1 Momentum you can disengage, rush, or utilize cover as a reflexive action.
• Flatlander
When you make a close combat, thrown, or ranged attack, you gain access and 1 Enhancement to apply any of the following Stunts to your action, in addition to the default set:
- Glimpse the Other Side (any successes above Defense): Make a Clash of Wills. If the target fails, they are removed from reality (leaving play entirely) until the start of their next turn. They roll initiative as normal and reappear where they were standing on their action. An opponent removed from reality in this way cannot be targeted by any actions until they reappear.
- Stutter Time (any successes above Defense): You force the target of your attack to suffer a penalty to their Initiative equal to the successes you spend on this Stunt. This pushes a fast opponent further down the initiative roster. If you are targeting an opponent who has already gone, they take this penalty at the start of the next turn.
- Bend Space (any successes above Defense): Reduce the target’s Range by 1 for each success spent on this Stunt, to a minimum of Close, which lasts until the end of the target’s next action.
• Neither the Minute nor the Hour
You make a prediction about the details of your target’s inevitable death (which does not have to be true) and make an opposed Knack Skill roll. If successful, the target suffers a +1 Difficulty to all actions for the rest of the scene.
• Never There
In any scene where you haven’t harmed anyone, you may simply leave. You weren’t there, and any evidence that you were quickly disappears. Trivial and lower Tier characters cannot prevent you from leaving, while equal or higher-Tier characters must succeed at a Clash of Wills if they haven’t already clapped you in chains, magically paralyzed you, or similarly restrained when you use this power.
• The Gate and Key
You may spend a Momentum to open a portal from one location to another as long as it is through a literal portal (a door, window, manhole, etc.) to anywhere else of your choosing, including Terra Incognitae. You must have visited the location you are moving to for the portal to work.
• Unerring Delivery
Send a message via another person — a stranger you choose on the street, a spirit or ghost of your pantheon, etc. — to someone in an instant, which can be done even if you are not present in the World, or somewhere else where a simple text or email might not reach.
• Unobtrusive Visitor
When you would observe or infiltrate a location where you do not belong, spend a Momentum and blur the line between what is expected and unexpected. You take on the aspect of someone unassuming and invisible: a janitor, gardener, housekeeper, etc. So long as you collect information or remain an observer and do not take hostile action, anyone in the same Field as you overlooks your presence. This lasts until you take violent action, or until you leave the Field, whichever comes first.
Liminal Immortal
•• Always Available
Characters who wish to speak to you can do so from anywhere. You are always aware when a character wishes to speak to you, and know what they wish to convey. Spend Momentum to instantly appear at their side, as long as you’re within the same realm. You are also aware of any divine or other interference if it prevents someone from reaching you.
•• Among the Stars
Roll your Knack Skill and spend a Momentum. For a number of turns equal to successes, take on the form of star stuff, adopting the bleak void of space and the pinpricks of light from distant stars. In doing so, you become intangible, but extremely dense. Matter bends around you, allowing you to pass through the smallest of crack or shore up the largest of spaces. Weapon attacks bend away from you, metal wraps around the density of your shape, and attackers find their fists slowed to nothing as they enter your radius. When the effect ends, your body reverts to normal, but the matter you twisted remains as you moved it.
•• Enforcing the Boundary
Make a Knack Skill roll — on a success, create a barrier of force that protects you and all allies within short range of you. It moves with you, but you may not take the Rush or Disengage actions. The force field lasts until the end of a fight scene, until you are Taken Out, or until you choose to end the effect — whichever comes first. While enforcing this boundary, characters under its protection may not be targeted by attacks by weapons or abilities with the Firearms or Arcing tags. It adds your Legend in Enhancement to any rolls you make to resist the Rush action. This applies before you roll.
•• Everybody’s Trail
Your peregrinations blaze paths between peoples and worlds. Your refusal to be limited to any one context provides a path and template for those that would follow you. Imbue Legend to consecrate a path, literal or figurative, between any two places or away from any single place. Those that follow the path benefit from additional appropriate Scale to overcome obstacles for following it to its conclusion. This may create a Realm Condition that reduces the cost for Darkness, Journey, or Stars Divine Rule actions taken through it by 1.
•• Future History Self
You can shift between ages at will, though without other magic Fate may still claim you when you’ve reached the end of your natural span. Once per scene, gain 2 Enhancement for a roll aided by becoming a younger or older self; if you become younger, you may spend Momentum to remove an Injury condition; if you become older, you may raise or lower an Attitude you hold by 1.
•• Lapse
Spend Momentum to cease existing for up to a scene. Lower-tier characters cannot recall you existed, other characters must use supernatural means and a Clash of Will if they wish to affect you at all, pulling you back into existence if they defeat you. At any point before the duration runs out, you may choose to return to existence anywhere within Long range. In combat, this allows you to immediately take your action if you haven’t yet for a turn, and you gain your Legend in Enhancement to your first action.
•• Nobody’s Path
Where you say there is no path, only fools attempt travel. When sealing off a travel route on an epic Scale, such as the border between two nations or a well-trod pathway between worlds, imbue a point of Legend, rather than spending it, to invoke your Legendary Title as a Feat of Scale.
•• Outsider’s Immunity
You may ignore local laws or customs when abroad. Relatively universal laws, like “don’t murder people” will still apply, but the unique rules of specific foreign countries, terrae incognitae, or Underworlds just don’t apply to you. Boons or Knacks involving the law do not see these actions as criminal, nor can a being of Lower Tier hassle you about them.
•• Pierce the Veil
When you cross boundaries on an epic Scale (descending into the afterlife on foot, driving your way across the globe), imbue a point of Legend, rather than spending, to invoke your Legendary Title as a Feat of Scale.
•• Rise From Your Grave
Once per story, you can choose to be killed in combat, returning from the grave unharmed at a dramatically appropriate moment (usually within the same session, but the choice is yours). Your current longterm Deed is considered “unfinished business,” and all rolls toward finishing it gain a +1 Enhancement.
•• Step Sideways
When you take a Move action, cross the distance instantly. This movement ignores hazardous and difficult terrain and crosses distance where there may not be a safe place to walk — such as across a chasm. So long as you can see your destination and it is within a distance you can Move, you appear there unharmed. This may only be used to augment the reflexive Move action, and does not apply to Rush or Disengage.
•• The Long Road to Anywhere
You make an extended journey without stopping but must rest upon arrival. When you arrive, you can ask hospitality of anyone of a lower Tier than you, and if they refuse you have the option to make the target suffer +2 Difficulty to all actions until you choose to remove the penalty.
•• The Watcher of the Road
You may declare one route (a road, a doorway, a magical portal, a sea route between two cities) to be under your watch. Wherever you are, you automatically know everything and everyone passing through: their name, their cargo, what they do along the way. Magical or divine disguises require a Clash of Wills to see through.
•• Timewise Presence
Spend Momentum and roll Knack skill to retroactively insert yourself into a target’s past. On a success, against trivial or lower tier targets, you can make material changes to their circumstances, changing declaring a facts about them for each success as you explain how your presence altered their major life events. Against targets of equal or higher-tier, you can instead spend successes to perform the Q&A Investigation stunt as you rifle through their past.
•• Trailblaze
Imbue for Scale when creating a path, doorway, or passage that others can cross. This might be a road that leads to another realm, a literal door through an impenetrable wall, or a gate big enough for a Titan. Divine Mediator: As an outsider, you are able to see both sides of even the bitterest feuds. When you enter an antagonistic conversation, even beings who have made war since the creation of the cosmos start to see from the oth- ers’ perspective. When you do this, Imbue for Scale to bring those conflicts to peaceful resolution.
•• Universal Conductor
You help folks set off on their own, marking needful paths across the face of the World. When you help someone embark on a meaningful and important journey, you may give them your blessing. Characters of lower Tier are protected from any harm or serious inconvenience short of a character defeating you in a Clash of Wills, while characters of the same or higher Tier benefit from your Liminal rating in Enhancement to overcome any travel related problems or dangers. When performing Procedural tasks, you may describe how a character you helped undertake a journey changed the World in a way that aids your project, counting that as a completed Milestone once per Procedural action
Lover Heroic
• All Your Favorites
You can immediately recognize some of a character’s favorite things when meeting them or hearing about them from those who know them — favorite bands, films, candies, color, and so on. When you capitalize on this to connect with or bribe them, you gain a +2 Enhancement. If you have any opportunity to prepare your surroundings to suit their taste, whether finding the perfect café or putting on the right music, you treat its Atmosphere bonus as +1 higher than normal with them.
• Beyond Words
You and characters who have strong devoted, intimate, or romantic relationships can convey thoughts instantly with a glance or a meaningful sigh. Others cannot eavesdrop on such communication unless they share similar bonds with both of you. Gain Enhancement 2 when working on Procedural actions with such characters.
• Don’t You Remember Me
With this Knack you may construct a memory of an old friendship with a character you have just met. Make a Knack Skill roll with 1 Enhancement and apply these successes as a Bond of Friendship (Scion: Origin, p. 79) which lasts for the remainder of the session. You may accept a Fatebinding with the Storyguide Character to apply a Feat of Scale to the roll rather than the 1 Enhancement. If you do, the Fatebinding Role will always be RIVAL.
• Fluid Appeal
When interacting with someone, gain knowledge of whatever floats their boat. At any subsequent interaction, you can shift your features to be more appealing, adding +2 Enhancement to any persuasive social action including but not limited to seduction. This bonus applies before the roll is made. Note that this does not conceal your identity in any way.
• Heart Turned Cold
Make a Knack Skill roll. If successful, you make a target’s attitude towards one character more negative, shifting it by an amount equal to your Lover dots for one scene. At the end of the scene, the target’s attitude reverts back to its previous value. However, anyone they hurt or upset while under the effects of this Knack are still upset with the target, and any damage to the target’s attitude or bond with those characters remains until they’ve put in the work to repair the damage.
• Heartbreak
With but a few words, you can shatter a bond between two Storyguide Characters. These characters must be of a lower Tier. Make a Knack Skill roll. On a success, any Bond between Storyguide Characters of a lower Tier is severed.
• Highest Regard
Once per scene, you may dedicate a heroic action to an absent character you have a strong devoted, intimate, or romantic relationship with. If you succeed, you gain your Lover rating in Enhancement to the roll, while if you gain Complication 2 “Pining” for the rest of the scene. If “Pining” is unresolved for a roll, you must spend your next action lamenting your failures (which may be part of a mixed action).
• I am a Fire
You stoke the affection one person has towards another — including yourself — which impels them towards a relationship. If it is between two Storyguide characters, work with the Storyguide to determine how their suddenly passionate relationship takes shape. If the target is one of your bandmates, this Knack does not work unless you obtain permission from the character’s player. If the target is yourself, you gain +1 Enhancement to all Social rolls involving your partner of choice until the end of the session.
• Jump on the Grenade
When a fellow warrior with whom you have a Bond of Camaraderie would be injured in combat, you may instead take the blow for them as long as you’re in the same Field. You suffer from the same wound, as though you were the intended target. If this was an area of effect that would have wounded you anyway, you suffer two Injuries.
• Lover’s Intuition
When touching another character, which may be as brief as a handshake, you gain an understanding of your target’s romantic life. Ask one question from the following list for free. You may roll your Knack Skill and spend one success per additional question.
- Who or what does the character love?
- Who is the character romantically involved with?
- Who is the character close to?
- Who would the character like to be romantically involved with?
This may be used on your bandmates with consent from the player.
• Not a Fighter
When you are engaged in a fight, as long as you do not make attacks, enemies will not target you directly with their attacks. Additionally, gain +1 Enhancement to disengage and withdrawal rolls. You must also have a partner or Followers present for this effect to apply.
• On Your Side
When you make a teamwork action with a person with whom you have a devoted, intimate, or romantic relationship, add your Lover dots in Enhancement to spend on Stunts including any you may have gained from Knacks.
• Perfect Partner
You know how to work perfectly in sync with someone, down to the timed beats of their hearts. Double the usual benefit you would provide from any teamwork rolls.
• Sense Weakness
After you have made an attack, or someone has attacked you, you may analyze them for a weakness. Gain a +1 Enhancement on attacks against them and a +1 to Defense until the fight is over. Only one enemy can be analyzed this way per scene.
• Soothing Presence
When you enter an initial social encounter, reduce Attitude by 1. For any other interaction in which you attempt to get someone else to relax, calm down, or be welcoming, you have 1 Enhancement to all applicable rolls and to apply to any Stunts you may have gained from Knacks.
Lover Immortal
•• A Place of Joy
Kitchen table, royal garret, artist’s studio, petal-strewn bower — wherever you stir emotions, the eddies carry others along. Imbue Legend to consecrate a place of emotion and fellowship. Anyone attempting to convey heartfelt emotion to allies or others they care about in your Place of Joy benefits from one additional Scale. This may create a Realm Condition that reduces the cost for Beauty, Passion, or Water Divine Rule actions taken through it by 1.
•• Center of Attention
You’re where the people want to be. You are a centrifuge of social attention, automatically pulling anyone of lesser Tier than you into your social wake. If you are at a party and need to meet someone of political or social importance, they are there. If you need the attention of supernaturally powerful individuals, spend Momentum instead. At Storyguide discretion, you may need to make a Knack Skill roll to attract the attention of the Gods themselves — and this may not always work out the way you’d like it to.
•• For My Honor
When a character fights or strives on your behalf and you give them your blessing, they ignore any Injury Conditions they possess and up to your Lover Rating in points of Complication or increased Difficulty. If they would be Taken Out, you may spend Momentum to postpone the effects until the end of the scene. Heart’s Inferno: Spend Momentum. All atmospheres and attitudes of characters present increase by 1 until the end of the scene; those further reinforced through influence retain their increased rating afterward, while others return to their original rating.
•• For You, I Will
Regain 1 point of spent Legend when you perform an impressive feat that positively impacts a character whom you love (which expressly includes the platonic bond of close friendship) — this can be a Storyguide character or a bandmate, but the feat must be suitably impressive depending on the target. What impresses an ordinary mortal is not the same as what impresses a Demigod.
•• Hearts Aflame
When you inspire passion or promote relationships on an epic Scale (inspiring an audience of millions, changing a culture’s attitudes on consent), imbue a point of Legend, rather than spending, to invoke your Legendary Title as a Feat of Scale.
•• Hearts in Synch
Those who you love and are loved by can support each other in ways most can only dream of. Once per episode, you and a character with mutual positive Attitudes may lend each other a Knack. The lender loses access to it for the duration, but the borrower doesn’t require any of the prerequisites and may use the lender’s Calling rating in place of their own.
•• I Will Be with You Again
Spend Momentum. No matter how far or how distant, you may travel to reach a character you have a strong devoted, intimate, or romantic relationship with. If you could reach them within a year, it takes a day; if within a day, a scene; if within a scene, instantly. Only characters with equal or greater tier may attempt to stop you, and you gain your Lover rating in Enhancement on the resulting Clash of Wills. If you or they are suffering an injury Condition, ignore the cost to use this Knack.
•• Impossible Allure
Your arrival seizes attention like little else and rarely lets it go. When you enter a scene, you may spend Momentum. Most trivial characters bend over backwards to meet your every need, and even those opposed to you are hopelessly awestruck without outside intervention. Non-trivial characters must choose to be awed, improving their Attitude towards you by +3, or distracted, which imposes a +3 Difficulty to their first actions in the scene, as well as all subsequent actions that target or directly oppose you.
•• Lasso the Moon
Once per scene, you may Imbue for Scale on a single roll toward seizing an impossible-to-acquire object (a star, a philosophical concept, a god’s personal relic) for the purpose of gifting it to a loved one.
•• Lover’s Oath
You and a consenting partner enter into an agreement to bind yourselves together forever as lovers. Both parties spend a point of Legend (if applicable). From that moment on, it takes only a moment’s concentration to know the location and general state (emotional wellbeing, health, etc.) of your partner. You have the option to accept Injuries for the other, and can imbue points of Legend for each other’s abilities (assuming your partner has a pool of Legend to pull from). This is a pact that binds you together by Fate, and while it does not necessarily have to be made out of romantic love, ill fortune befalls those who mistreat their partner whom they have sworn an oath to before the Gods.
•• Matchmaker
You see the roots of potential love and you can twist fate to make that love blossom. Once per scene, you are able to Fatebind two characters of a lower Tier to each other as Paramours, at a strength equal to your dots of the Lover Calling. This cannot be used on other player characters, and does not alter the subjects’ free will. While you, the player, are changing the narrative of their story, in the World the characters discover or admit a feeling that was always there.
•• Name Nemesis
Select a target and declare them as your named enemy. While so named, the person is immediately Fatebound to the Scion as a Nemesis. If the target is already Fatebound to another Scion, this replaces that Fate completely at the same rating.
•• No Mountain High Enough
Once per scene, you may Imbue for Scale to overcome obstacles that physically prevent you from being near your love. This can include a combat action, but only if the fight is solely about whether or not you can pass through to reach your love.
•• Pull Down the Moon
Once per session, you may swear to perform a heroic action for a strong devoted, intimate, or romantic relationship with. You gain +1 Scale for that action, and if successful regain Legend. If you fail, you suffer Complication 2 “Pining” (p. XX) for the rest of the scene.
•• Romantic Reckoning
You are a divine avenger for the broken hearted. Once per scene, Imbue for Scale when getting revenge for a romantic betrayal. The victim could be yourself, a friend, a bandmate, or a total stranger.
•• Token of Affection
You give your loved one a small, wearable object as a token of your love. So long as they wear it, you can reflexively see what they are doing, no matter how far, and are automatically alerted should they come into danger. This is explained to them when the gift is given, and they can take it off for privacy at any time. Should they come into danger, you may, once per session, cast a Marvel at no cost to protect them, regardless of distance.
Monster Heroic
• Apex Myth
Gain your Monster dots in Enhancement to all Encourage Behavior rolls involving another monster — hether a non-human character, or another character with the same Monster Calling.
• Appetite for Victory
When a non-trivial enemy is Taken Out by you, spend Momentum and heal one Injury, starting with the most severe. This cannot heal any Injuries taken to Armor, except the natural armor granted by the Chimera Hide Knack. While under the effects of your Monstrous Urge, the Momentum cost is waived the first time this Knack is used.
• Blood-Drinker
Gain Enhancement to attacks against a wounded target for each of the Health they’ve lost, or equal to the severity of their highest Injury Condition, whichever is higher or applicable.
• Chimera Hide
While under the Monstrous Urges Condition, your flesh transforms, becoming chiton, blubbery hide, scales, or some other form of natural armor. When you take this Knack, you may spend up to your Monster rating on tags to determine the effects of your armor. If you take Hard armor, any damage dealt to it heals as if it were your own flesh; if you invoke Chimera Hide again before it has a chance to heal, the damage still remains. This Knack replaces any other form of natural or worn armor as your monstrous hide bursts through anything that might contain it.
• Contagion
Your Natural Tag attacks are virulent, dripping with disease. You inflict a Disease Condition of your choice when you choose the Inflict Injury Stunt. This disease must be chosen when you purchase this Knack. Contagion can be purchased a number of times equal to yourMonster dots, conferring a new disease each time.
• Debts Paid in Blood (Teōtl-Specific)
You automatically know the distance, direction, and shortest path to any character who is indebted to you financially, socially, or otherwise. They suffer a Complication equal to your Monster Calling on any attempts to evade you, defraud you, or refuse repayment; unless bought off, they suffer a messy Injury, and you detect their intentions regardless of distance, their sweet blood flowing from your lips.
• Fear Made Flesh
When you interact with someone, you learn their biggest fears and phobias. You can subtly change your features to evoke those fears, gaining +1 Enhancement to intimidate, frighten, or coerce them, which applies before you roll. The target suffers +1 Difficulty to any action they take against you while in your presence.
• Implacable
When you would be Taken Out, spend Momentum. This allows you to continue fighting for your Monster dots in Turns, after which you fall into a deep sleep until the end of the scene. When you wake, increase the Complication value of your Monstrous Urge by 2 until you fail to buy it off.
• Keeper of Taboos
Once per session, you may get away with a social taboo that would otherwise cause problems or consequences. This cannot be anything violent, such as assaulting or killing someone but should otherwise be subversive. This might be insulting a person in power or violating oppressive cultural taboos. A character may ignore any Complication or Condition that would inflict social consequences. If none are present, the character may instead walk away from a scene and ignore any narrative consequences, such as a response from authorities, or enemy characters seeking vengeance or repayment. If this would cause a shift in Attitude, the shift cannot go below 0. If the character’s Attitude is already negative, it does not change at all. If you have spoken truth to power through an act of violence or destruction, increase the Attitude of all friendly witnesses by 1, and increase the Bond of all present players’ characters by 1. Note that monsters afflict the comfortable and speak truth to power; this is not a Knack for getting away with harassment or making the other players uncomfortable.
• Nightmare Stalker
When you injure, intimidate, or frighten someone, you may mark them as your prey. If you do, roll your Knack Skill and bank the successes. You gain access to the following Stunts, which can only be used by spending these banked successes. If you declare another character to be your prey, you lose any previously banked successes.
- No Rest for the Wicked (2 successes): Your prey is unable to fall asleep naturally, inflicting the insomnia Condition, which prevents a character from sleeping and inflicts +1 Difficulty on complex mental action, or +2 if they haven’t slept in more than two days. This Condition resolves in 72 hours, or after eight hours of rest under the effects of pre- scription-grade narcotics.
- Under the Bed (4 successes): You appear near your prey the next time they enter a place of refuge and safety.
• No Close-ups, Please
Your visage is a nightmare — and like a nightmare, details quickly fade even when the fear remains. Characters suffer a +2 difficulty to remember or describe you after the end of the scene or to recognize you on sight. Trivial characters can’t do so at all unless you’ve deliberately threatened or frightened them. In that case, they remember your face vividly but are utterly incapable of describing it.
• Red of Claw and Fang
You gain a monstrous Natural weapon, like a stinger, horns, or spines. It has the Natural tag, and a number of additional tags equal to your Monster Calling. Attempts to conceal this feature have a +1 Difficulty, but you can spend Momentum to hide it, causing it to retract into your flesh; it may then be released as a reflexive action. You can take this Knack (Monster) times, creating a new Natural weapon each time.
• Run Riot
Increase the cost of buying the Critical stunt against you by 1, increasing to 2 when your Monster rating reaches 3. When succumbing to your Monstrous Urge, you don’t suffer the effects of any Injury Complications until you resolve your Urge..
• Seizing Jaws
You may make grapple attacks without needing to use your hands, instead ensnaring your target with another part of your body. It might be your wicked maw or sticky tongue, or writhing hair — whatever it is, your hands remain free, adding your Monster dots in Enhancement to apply to grapple and other combat Stunts while maintaining a hold on your target.
• Stinging Stink (Manitou-Specific)
Like Aniwye, your presence is a nasal assault. As an action, you may spread a cloud of noxious musk that inflicts the Noxious Condition on everyone within Short range. This takes hours of vigorous scrubbing to remove and inflicts a +2 Complication on social influence rolls to avoid causing offense or Stealth rolls to avoid leaving an obvious trail for the remainder of the scene.
• Taste for Blood
The first time that you injure or are injured by an enemy in a scene, roll your Knack Skill and bank the successes. You gain access to the following Stunts for the rest of the scene, and may spend banked successes to activate them after a successful attack.
- Frenzy (2 successes): You may inflict an additional injury condition. You cannot stack this with the Critical Hit Stunt. Until the end of your next turn, the Difficulty to hit you is reduced by one. This Stunt can only be bought once per fight.
- Trouble the Wound (2 successes): Until the end of their next turn, the target increases their Difficulty penalty from Injury conditions by two, to a maximum of five. Toxic Blood: Your blood (and saliva) changes to suit your whims, allowing you to transform it into either poison or medicine. You gain a library of mundane compounds equal to your Monster dots, and may reflexively shift the effects of your blood between them. Most are treated as inflicting the Poisoned Condition (Scion: Origin, p. 125) but can include choices like soporifics, paralytics, or even relatively benign substances like aspirin.
• Tell-Tale Heart
When using the Q&A procedural Stunt, you may always ask an additional question pertaining to the target’s fears, insecurities, or vulnerabilities. When leveraging these against the target, gain +2 Enhancement.
• The Face of Fear
Spend Momentum to intuit one of a character’s primal fears — for example, spiders or drowning. You may transform your appearance to become a monstrous embodiment of that fear, granting you +1 Enhancement for terrifying others in general and +3 against the specific target. Your first use of this Knack in a scene is free, as are uses against trivial characters.
• The Monster Within
By purchasing this Knack you gain a monstrous form. To shift into your monster form, spend Momentum. This may be activated for free if you have succumbed to your Monstrous Urge. You transform into a terrible beast, a reflection of your true self. All unarmed attacks gain the Natural Tag if they don’t have it already and two more Tags of your choosing. If you know Red of Claw and Fang, your natural weapon appears in this form as well, and gains +2 Enhancement to attacks made with it. While in this form, you cannot be perceived as anything other than a threat. Attempts to seek peaceful or thoughtful resolution to conflict have their Difficulty increased by your Monster rating. Additionally, you gain a unique combat-focused Stunt specific to your Monster form, which is created by you and the Storyguide at the time of purchase.
• Unearthly Appetite
You are capable of safely eating anything, so long as it fits in your mouth, and gain nutritional value from it. If you consume something that has been intentionally poisoned, spend Momentum to negate any harmful effects. This cost is waved while under the effects of your Monstrous Urge.
• Won’t Go Down
You gain an additional Bruised Injury level and reduce the penalty of Maimed Injuries to +3. If you have three or more Monster dots, gain another additional Bruised level.
Monster Immortal
•• Behind the Veil
Once per session you can spend 1 Momentum to prevent witnesses from connecting you to actions you performed under your Monstrous Urge. Witnesses fully remember the event; they just don’t remember you being the culprit. They might remember another monster doing the deed, attribute your actions to someone else, or just be unable to recall who or what was the source of the incident. Characters of equal or higher Tier resist with Legend + Composure vs. your Legend + Charisma.
•• Bestial Gifts
You may gift your monstrous nature to the worthy and the unwilling alike. One target you touch immediately succumbs to your Monstrous Urge and takes on aspects of your inhuman form, gaining your Monster rating in Enhancement to actions that would benefit from your form. The transformation ends when they resolve the Monstrous Urge condition. Automatically affect willing or lower Tier characters; succeed on an opposed Knack roll to affect unwilling high-tier targets
•• Birth by Blood
Spend Momentum and suffer a +2 Injury condition to use your flesh and blood to create a monstrous creature. This creature must be something you are familiar with and have a rating equal to or less than your Monster dots. Your spawn serves you loyally but not sacrificially; if pressed to the verge of death, it will flee and return when healed. It lasts as long as the Injury Condition that created it, but once that has healed, it will waste away over the course of a few hours unless bought with experience, granting it true, independent life.
•• Compelling and Repulsive
Your appearance inspires fear and disgust yet onlookers cannot tear their gazes away. You gain the following Stunt which applies to social actions involving face to face interaction and close combat attacks.
- Reviled (2s): The target gains the Complication “Revulsion” at a rating equal to your Monster Calling. This Complication applies to any other social action or attack roll the target makes that does not target you. If not bought off, the character’s next action suffers a+2 Difficulty as they cannot shake the horrifying, compelling memory of you.
•• Drawn to Virulence
Spend Momentum and instantly appear next to any target you can perceive that is suffering from a Poison or Disease Condition. Any attack or Encourage Behavior roll you make immediately following this movement receives your Monster dots in Enhancement.
•• Evolving Threat
At the start of your turn, you gain the Resistant armor tag against a type of damage you received last turn or add a 1 point tag to one of your Natural weapons. You may bank unspent points over multiple turns to purchase more expensive tags. You may gain a total of new tags equal to your Monster rating. At the end of the scene, they slough off, and your form returns to normal.
•• It Was Me All Along
Once per scene, you can reflexively have a trivial character reveal that they were you all along, ripping off their form to reveal your own underneath. The Storyguide can veto this declaration if it is literally impossible for you to be there — such as a sanctuary anathema to your kind, or a prison with no entrance or exit.
•• Lifeblood Buffet
You gain a close combat attack with the Natural, Melee, Lethal, and Concealable tags, such as retractable fangs, extending talons, or a touch that absorbs body heat. When you purchase the Inflict Damage Stunt with it, you may spend Momentum to heal a Bruised or Injured Condition; if you also purchase the Critical Stunt, you can heal a Maimed condition instead. Feeding on trivial characters can only heal Bruised Conditions.
•• Monsters in the Mirror
Your monstrosity is infectious, allowing you to draw forth the worst instincts in others. Spend Momentum to inflict the Monstrous Urges Condition (Scion Player’s Guide: Saints & Monsters, p. 93 or Titanomachy, p. 153) on your target; if they fail to buy off the condition, the character’s actions risk inflicting collateral damage or offending and frightening others around them. Characters of your Tier and higher can resist with a Clash of Wills.
•• Predator’s Instincts
When you give in to your animalistic urges on an epic Scale (hunting dragons as prey, devouring a paramilitary force, or rampaging through the Metropolitan Museum of Art), imbue, rather than spend, a point of Legend to invoke your Legendary Title as a Feat of Scale.
•• Ravenous Force
Your drive to consume is a legendary hazard. You may reflexively damage and consume up to five points of cover within close range without consuming your action on each turn; if you destroy a piece of cover in this way, you gain +1 Defense for the rest of the round. In Divine Rule, if you attempt to destroy a Realm Condition or similar permanent feature, gain an additional point of effect.
•• Sacrificial Spawn (Tengri-Specific)
As Atai Ulaan’s body spawned monsters from every part, so too may a Tengri Titan. You may harmlessly remove a body part — an eye, limb, or so on — and transform it into a titanspawn for the rest of the scene. It is created as a Creature with a rating equal to (2 + the Complication inflicted by the loss of the part, chosen by you to a maximum Complication of 3).`
•• Skulking Horror
While you are concealed, and no other character knows your exact location, you can move to another location you can see within Long range without crossing the intervening space. Your first use of this Knack in a scene is free.
•• Sloughing Form
When you would be Taken Out, spend Momentum. Instead, you leave behind a steaming, empty meat shell and reappear within Close Range of where you were Taken Out, glistening and fresh. Recover your Monster dots of Injuries. This may only be used once per session unless reset by succumbing to your Monstrous Urge.
•• Source of Doom
Hordes respond to your howls and creeping legions seethe forth at your command. When you spread your monstrous urge on an epic scale, imbue rather than spend to invoke your Legendary Title as a Feat of Scale.
•• Strange Skins
You can shapeshift into a number of alternative forms. These forms are built as creatures, none of which can have a rating higher than your Monster dots, and you may have up to twice your Monster dots in forms overall. When in an alternate form, you can use their primary dice pool instead of your own. You suffer +2 Complications when your animal form interferes with your actions. Changing your shape is a simple action, or reflexive if you spend Momentum. You may purchase this Knack up to (Legend) times, each time adding a number of dots to your form library equal to your Monster rating. These repurchases do not take up additional Knack slots.
•• Terrifying Roar
You unleash a blood-curdling roar that sends even the bravest into retreat. Spend Momentum and roll your Knack Skill. With any successes, characters out to long range suffer a +2 Complication. Trivial characters flee automatically, while characters of lesser Tier add your Monster dots to the Complication. If not bought off, affected targets must flee the scene.
•• Titanic Stature
When you are under the Monstrous Urges condition, you grow to more than twice your normal size and take on a fearsome mien with throbbing veins and corded sinew. Your size provides you +1 size Scale, and you can spend Momentum to apply the Shockwave tag to any attack that leverages your giant form.
•• Zenith of Creatures
Spend Momentum; your form briefly turns massive and dangerous, causing you to gain +1 size Scale for the rest of the turn, and any attacks you make benefit from the Reach tag. If you’re in your Monstrous Urge Condition, you may choose to stay enlarged for the rest of the scene instead. In Divine Rule play, gain an additional point of effect when creating a Realm Condition with the Personal Aura Stunt if it includes shifting into a monstrous form.
Outsider Heroic
• Exceptions that Prove
When interacting or entering a Field with a Complication on it, once per scene, spend Momentum and ignore that Complication. If you are alone (not within line of sight to another character, separated by impassable barriers, etc.) do not spend Momentum.
• I Can’t, You Say
Once per session, you may reroll a failed roll. You gain a +1 Enhancement to the roll if that failure was a botch. If another character advised against that course of action or said you would fail, gain +2 Enhancement.
• Lovable Scamp
When an action you took would cause a character’s attitude to drop, make a Knack Roll. Each success on that roll negates one level of Attitude reduction. With additional successes, the target gains a +1 Complication, which applies to any future Intrigue action targeting your character. Until they buy the complication off, no action you take can lower their Attitude toward you.
• Loveable Rebel
Once per session, when you break a social norm which would normally shock or appall those around you, witnesses view your actions as daring and brave. For the duration of the scene your antics do not cause SGCs’ attitude toward you to decrease. Spend 1 Momentum to gain +1 attitude with any onlookers with a positive or neutral attitude toward you. Those with a negative attitude remain unswayed, but their attempts to convince others your behavior is uncouth suffer +2 difficulty.
• Master of Interference
Once per session, when you compel another character’s Fatebound Storyguide character, you gain one Legend and that character gains two points of Legend instead of one.
• Narrow Trolling
When you cause a character’s Attitude to drop, it only drops for you, and the character’s Attitudes toward the rest of your Band raises.
• Petard Hoister
When you uncover an otherwise secret plot, you gain a +2 Enhancement when interacting with the plotter or the effects of the plot as it’s set into motion. This effect ends once a day in game time has passed from the Enhancement’s first use or if anyone else outside the plot becomes aware of it.
• There’s no I in Team
When a target tries to affect multiple people in an effect that includes you, spend Momentum to exclude yourself from the effect.
• With Friends Like These
When a Scion, God, or Legendary Creature of your pantheon tries to engage with you socially, you can spend Momentum and make a Knack roll. On a success, the target gains a +2 Complication which applies to any Procedural or Intrigue roll involving you. If not bought off, you will be drawn into the target’s scheme, taking some of the credit (or blame) and bringing notice to their plot.
Outsider Immortal
•• Black Sheep
When another character uses Scent the Divine or a similar ability, you present as a member of any pantheon you wish other than your own.
•• Fate Twister
When interacting with a Fatebound character, make a Knack skill roll. If you roll a number of successes equal to or greater than the Fatebinding’s Strength, their Fatebound condition becomes JINX for the session. This Knack cannot be used on a Fatebound character with the Imperiled, NEMESIS, RIVAL, or TRAITOR conditions.
•• Friendly Face
Once per session, you may declare yourself an ally, companion, or otherwise connected with an individual, and sever that individual’s tie to a group or Path they possess. You must openly act on their behalf or otherwise prove your ties in order to do so. This effect lasts for the remainder of the session.
•• I’m Looking In
Your view from the outside of a group lets you analyze and understand their behavior objectively, giving you +1 Enhancement on Read Attitude actions. Once per scene make a Knack Skill roll. If successful, each success grants one Enhancement which can be used on any intrigue actions for the rest of the scene. You can imbue rather than spend Legend to invoke your Legendary Title as a Feat of Scale.
•• Nowhere Man
Efforts to find or track you automatically fail unless supplemented by some form of magic (a Knack, sorcery, etc.), in which case they suffer from a +3 Complication that, if not bought off, warns you that you’re being followed.
•• Outside Looking In
While you are outside of a building or room, you can spend Momentum to see and hear as if you were within said room or building, provided someone you know is within it. These senses last for one scene, or until you relinquish it, and you cannot see or hear normally for the duration.
Primeval Heroic
• At Home in a Hurricane
You may spend Momentum to ignore all Complications and Difficulty increases from environmental Conditions or Fields for a scene, and instead gain +2 Enhancement to any actions that would have been affected by those environmental conditions. If a character of an equal or higher Tier created the environmental effect, you must make a Clash of Wills, but expend no Momentum if you fail.
• Bending The World
You may take Close range actions at a distance using wind, plants, and other natural phenomena as your appendages. These use your usual dice pools, but dice from your Attribute cannot exceed your Primeval rating. Actions suffer a +1 Complication at Medium range and +2 at Long; if not bought off, your work slows down dramatically or has clumsy results.
• Call of the Wild
Spend Momentum. With a gesture or a summoning sound, you call forth the aid of the world itself: whether it be dozens of local animals, a sudden swelling of earth and plant life, or summoning a beast sleeping deep within the ocean. Whatever it is, it assists you, adding your Primeval dots as Enhancement to any roll, which applies before you roll.
• Chasing the Storm
When you take a rolled Movement action or make a Chase roll, you gain access to the following Stunts:
Churning Wake (variable successes): Any opponent attempting to move closer or pursue you must resolve a “Storm Hazard” Complication equal to this Stunt’s successes. This inflicts Injury Conditions based on its unresolved rating.
- Wreathed in Thunder (1 success): You create expendable Cover where you end your movement, which your enemies may not benefit from.
• Depths of the World
Nothing from nature can harm you, for you are the world itself. Gain your choice of Resistant Tags for each time you purchase this Knack, up to your Primeval Calling.
• Elemental Body
You shed your physical form, which is a simple action that cannot be part of a mixed action. For the rest of the scene or until you choose to end the effect (whichever comes first) choose one type of natural element to become. For example: become a body of flame, a walking storm, a moving rock, etc. While you are in your elemental form, you cannot be affected by any environmental effect (including Complications, Conditions, and Field Complications) plus any appropriate narrative effect this might have. For example, a body of flame easily catches ordinary things on fire, while a body of air can pass through even the smallest crack.
• Fists of the World
Your unarmed strikes gain the Elemental Tag, with an element of your choice. A second purchase allows this to apply to any attack using a weapon. You may continue to repurchase this Knack up to your Primeval Calling, choosing a different element each time.
• Land’s Favor
Whenever you’re in combat, you can conspire with the land to provide you with Hard Cover instantly available to you. Suddenly present old growth trees, remarkably out of place plinths of ancient stone, and strangely durable layers of ice are all possible. If an enemy destroys or circumnavigates the cover, they have to deal with +2 Complication for “Annoyed Land” and find themselves unceremoniously exposed to your attacks. If not bought off, any subsequent attacks gain Arcing against them.
• None Grasp the Wind
You gain +2 Enhancement on all attempts to resist being physically constrained, even Clashes of Wills. Spend Momentum to move through a barrier, as long as it’s not airtight.
• Sheltering Presence
You may apply any Primeval Knacks you know that grant immunity, resistance, or protection from Field Complications or any other environmental detriments to all allies who stay within Close range of you.
• Tectonic Reveal
The first time you enter a procedural scene, without needing to roll, you may ask questions of the earth about what transpired. This counts as though you used the Q&A Stunt a number of time equal to your Primeval Calling.
• Ten Ton Hammers
When you labor over acts of creation and construction, you can wield the World itself as a tool; your fires rage like those of the sun, your bellows the seasonal winds, your hammers the mountains themselves. When using the procedural crafting rules, you can automatically satisfy one Milestone with your Primeval industry.
• The Old Ways (Nemetondevos-Specific)
Like the Titans of the Wild Reclaiming, you may set yourself against human industry. Spend Momentum to inflict a Compliation equal to your Primeval rating on an action using a complex tool — guns and phones, obviously, but anything more finicky than a crossbow will do. If not bought off, the item is destroyed at the end of the action and returned to its constituent elements. The first time you use this in a scene is free, as are any uses against trivial characters.
• The Tender Wilds
Once per session, you may have the World take on one of your burdens, drawing forth anything from despair to injury to magical curses and binding it away from you. Select a Condition affecting you. It immediately stops affecting you, and becomes an externalized object in a nearby wild space, such as a sword wound becoming a crumbling seam of sandstone in a gorge, or a curse becoming a rotting stump in a forest.
• The World is My Partner
You gain a bond with your Purview that resets itself to your Primeval rating at the start of each session. You may spend or bank successes to it just like any other bond on actions that dramatically affirm your commitment to the Purview and what it represents.
• The World Obeys
Spend Momentum. Reduce an environmental-based Field Complication’s value by your Primeval Calling, which may reduce it to zero thereby canceling its effect. If this eliminates the complication, get the Momentum back. This refund does not apply to Field Complications you create.
• The World Provides
As an action, you can shape a simple, mundane object out of stone, wood, iron, or similar common elemental materials. This replaces the need for any non-unique resources or supplies during crafting projects.
• Whirling Cosmos
You’re in tune with the cyclical nature of the seasons, the tides, the planets, or some other inevitable change in nature. You may spend Momentum to gain the following bonuses for the next three rounds; only one each round, and only once each (i.e., you could use Zenith on the first round, Rising on the second, and Falling on the third, but not Zenith on the first and second and Falling on the third, or Zenith twice on the first).
- Rising: You gain +2 Enhancement for an Attack action.
- Zenith: You gain +2 Enhancement for a non-Attack action
- Falling: You gain +2 Enhancement for Defense.
• Whispering Weald Verse
During procedural information gathering play, you may always target the landscape or long-lasting environmental features with any of the available approaches for finding clues. This may open up additional avenues of investigation, and also allows you to ignore any Complications involving enemies overhearing or interlopers noticing you.
Primeval Immortal
•• All Disaster
Make a Primeval skill roll. With any successes, you fill an area with primal eruptions as you call them forth from the World, whether they be storms, earthly upheavals, unlikely rains of celestial objects, or improbably violent waves. The more successes, the larger the disaster. In combat, spend Momentum to do this quickly, distributing successes to making “Primal Hazard” Complications in local Fields of your choosing. They inflict Injury conditions based on their unresolved rating. Disaster always calls further disaster; add one to the Collateral pool whenever you use this Knack.
•• Alpha and Omega
When you are caught in the middle of an environmental event or disaster (a storm, a blizzard, a tornado, an earthquake, or any more severe version) you may spend Momentum and cause it to end immediately. This ends any narrative effects appropriate to the event and dismisses any Conditions or Complications that might have been caused by it. Alternatively, for the same cost you can summon a disaster of your own design which acts as a Field Complication with a rating equal to your Primeval dots. This Complication affects everyone in the Field, including your allies, unless you have other Knacks or Boons that afford specific protections against such a thing.
•• Always Been Here
You may choose to ask a place for help, whether it’s an ancient valley, a verdant meadow, or a trash-stuffed alleyway incongruously crammed between two high-rise condos. When you do, spend Momentum and make a Knack skill roll. Success allows you to call forth allies from natural and supernatural inhabitants of the place alike, as either the Creature or Followers Birthright, with a rating equal to your Primeval Calling. Such monsters and strange legions follow you loyally for up to a day and a night, or until you use this Knack again.
•• Earthblood and Starflesh
Once per session, you may choose to discorporate into elemental energies and primal matter, becoming part of the landscape or local weather effects. This removes any Bruised Conditions you have, and you can’t be attacked or otherwise interacted with by anyone without appropriate supernatural abilities (who must still win a Clash of Wills to target or affect you). At any point later, you may reform and resume normal existence, either at the location you discorporated or in the presence of a friendly character who was there when you initially used this Knack.
•• Elemental Minion
Your will gives life to elemental forces. Make a Knack Skill roll. On a success you summon an Elemental (Scion: Titanomachy, p. 111) until the end of the scene. Its attacks have the elemental (Scion: Saints & Monsters, p. 95) and natural tags, plus half your Primeval dots (rounded up) in additional tags. Elementals dissipate at the end of the scene unless made permanent as a Realm Condition. Gain Momentum if the Elemental gets Taken Out without doing the same to at least one opponent. Summoning an additional Elemental in the same scene requires spending 1 Momentum, up to your successes on your Knack Skill roll, but only one can be present at a time.
•• Fly on Wings of Wind
Spend Momentum to uplift yourself and a number of allies equal to your Primeval Calling. In a combat sequence, you fly along upon a storm wind or other elemental source (a jet of flame, a moving geyser, a floating platform of ice, etc.), taking movement actions vertically as well as horizontally. This may allow you to bypass hazards, difficult terrain, or Field complications that would involve ground-level presence.
•• Implacable as Winter
Once per scene, you may reset one attitude to 0 or reduce the influence of an atmosphere on you by your Primeval rating. For the rest of the scene, attempts to play on your ambitions or desires suffer a +2 Complication; if not bought off, the target suffers an Inury as the elements rage against his audacity.
•• Lay Across the Land
Spend Momentum to become a natural feature such as a stream, a copse of trees, or a rocky hillock for a scene. You occupy your current field and cannot move beyond it, but benefit from Size 3 Scale for purposes of defense and durability, may add your Primeval rating as Enhancement to noncombat actions that would benefit from your massive natural presence and reach, and the Shockwave and appropriate Elemental tags to any attacks you make in combat.
•• Living Font
the World’s miracles flow from you like water but threaten to rush uncontrollably into the world the more power you exert. You may pay for marvels from Primeval Purviews by adding dice to the Collateral pool (see Titanomachy, p. 142) in place of spending Legend, or to Tension if the Collateral pool is not in play. In Divine Rule play, creating a Realm Condition with a Primeval Purview doesn’t count as an investment of that Purview once per session.
•• Never Not at Home
You are not negatively affected by Field Conditions or other environmental complications, and gain access to the following Stunt on all actions.
- Redirect the Flow (2 successes): An ally of your choice benefits from the protection of Never Not at Home for the rest of the Scene.
•• Personal Territory
The elements constantly rearrange themselves in your presence. Other characters treat close range to you as difficult terrain, though you may exempt up to your Primeval Calling of them from this Knack’s effects at any one time. You may spend Momentum to increase this effect by a range band for a turn or to make it also count as Complication 1 dangerous terrain. You may spend Momentum for this effect multiple times in a turn to intensify it. In Divine Rule play, gain an additional point of effect when using a primeval Purview to create a Realm Condition.
•• Rising Tide, Falling Sky
There is no force of the World that is beyond your use. When you work to call up enormous elemental forces or call down great natural destruction, imbue rather than spend Legend to invoke your Legendary Title as a Feat of Scale.
•• Single-Minded Disaster (Kami-Specific)
Loudly declare your intentions for the immediate scene. You gain Enhancement equal to your Primeval rating to resist any action that dissuades or impedes your attempt. For example, if you declare you’re going to tear apart a titanspawn, you get the bonus to avoid some well-meaning bystander restraining you, or a Bandmate talking you out of this reckless endeavor, but not to your rolls to actually make the attack. You suffer a Complication of the same rating when you do anything except pursue your stated mission. If not bought off, you suffer an Injury Condition as your own nature betrays you.
•• State Shift
Spend Momentum. You may transform water from solid to liquid to gas by one state. This affects all water or vapor by one state (from solid to liquid or liquid to gas as an example) within Close Range. Your character can use this ability to evaporate a flooded room or freeze over a portion of a body of water wide enough to run across, and so on. This may be applied to other matter (such as metal or ore), but it then also requires a Knack Skill roll.
•• The Body’s Trove (Theoi-Specific)
As Gaea concealed secrets within her cavernous depths, so too may you store useful tools and servitors within you. You may absorb up to your Primeval rating in objects or willing characters of roughly your size, who are kept safe and (mostly) comfortable. They always leave some hint — tattoos, wriggling flesh, strange marks, identifiable with a difficulty 3 Occult + Intellect roll. Extracting a stored object or character requires an action
•• The Bones of the Universe
You know the secret structure of the World and beyond, and may move through passages ancient when the Gods were young. When you choose to travel, you may travel from like to like, putting a boat into the water on the Great Lakes only to emerge from Lake Victoria, walk into the Sahara and walk out of the Gobi, or even dig through a snowbank in Alaska to emerge from the snowpack in the Alps. Such travel takes no longer than a day’s travel (about eight hours). While native dangers or obstructions from either your entry or exit might bar your way, those otherwise trying to track or waylay you must make a Clash of Wills to intercept you before you reach your destination. If the connection between elements you travel through is tenuous (“Well, Central Park and the Amazon both have trees!”) or relies on the constructions of man (such as going from sewer system to sewer system), spend Momentum to use this Knack.
•• The Caldera Overflows (Atua-Specific)
Harm to you is dangerous to all. When you suffer an Injury Condition, you spread dangerous terrain out to maximum Medium range based on an outpouring of one of your Purviews. Characters within range suffer a Complication on their next action based on your Injury (1 for Bruised, 2 for Injured, 3 for Maimed), which they must buy off to avoid suffering an Injury of their own. You may spend Momentum to increase the Complication by 1 level per point of Momentum to a maximum of 3.
•• The Voice of the Storm
You may send forth your intent into the World, delivering messages through the patterns in leaves, the whispers in crashing waves, or the crackling of fire. This allows you to communicate with any willing target, while you may spend Momentum to deliver messages to unwilling targets. In either case, you may choose to allow them a short reply, and may make intrigue actions targeting them.
•• The World Entire
When you work to turn existing natural forces to your will on a massive scale, such as rerouting rivers, directing wildfires, or taking advantage of a tidal change, imbue, rather than spend, a point of Legend to invoke your Legendary Title as a Feat of Scale.
•• Tidal Force
As fast as the ocean itself, you race across the world, treating your Primeval Calling as Speed Scale. When you make Combat Movement actions, you may choose to apply the Shockwave Tag to any attack following the movement. If you choose to do so, add 1 to the Collateral pool, or 1 to Tension if the Collateral Pool is not in play.
•• Wild Growth
Spend Momentum. Bless a single creature or character with the untamed power of the World, causing them to grow to enormous size for the duration of the scene. If the target is an animal, it counts as a Creature Birthright under your control with a dot rating equal to your Primeval Calling. If the target is a Storyguide character, you determine their course of action, which the Storyteller must agree with. If the target is another player’s character, you must get permission from the player first. Regardless, any target gains half your Primeval dots, round up, to Size Scale for appropriate actions. Other players’ characters cannot benefit from additional Size Scale increases while benefitting from this Knack.
•• World-Spinner
Spend Momentum and create an environmental-based Field Complication with a rating equal to your Primeval dots. This lasts for the duration of the scene. Spend additional Momentum to extend the duration by one scene per Momentum spent. There is no limit to the number of scenes this can be extended to, but must end when the session of play does.
Psychopomp Heroic
• Companion of the Grave
Ghosts and shades will not target you with attacks so long as you do not attack them. In addition, you have 2 Enhancement on any rolls to placate or calm such spirits.
• Cracking The Egg
When the Psychopomp performs an impressive feat which either creates a state change for someone else, or positively encourages him to undertake that state change, regain one point of spend Legend. In the performing of that feat, if the Psychopomp has used a gift of prophecy or communication on the subject in the past, gain +1 Enhancement.
• Crossroads Wisdom
You are always aware of the direction and distance to the nearest Axis Mundi, gate, Touchstone, or sacred place associated with your pantheon.
• Eye for Portents
You recognize subtle divine warnings when you are in danger. Upon entering combat, roll your Knack skill to create a pool of Enhancements: as a reflexive action, you can then allocate any or all Enhancements from that pool to any defensive action you or your allies take. You may spend 1 Momentum to use this Knack a second time in a combat, but no more than that.
• Keeper of the Keys
You can bypass mundane locks on doors, gates, and similar barriers automatically. You may make a Clash of Wills to pass supernatural locks, unless they have been put in place by a being two or more Tiers above you. This Knack does not apply to computer passwords unless they open some form of physical door.
• Marked Out by God
Prophets and psychopomps enjoy special protection from fate, and many cultures consider it deeply unlucky to knowingly and deliberately harm someone with the gift of prophecy. As long as the Psychopomp takes no aggressive actions in a fight, enemies will not target her with their attacks. In addition, gain +1 Enhancement to rolls to escape, disengage, or withdraw from fights.
• On The Sound of Water
By meditating upon the sound of water in motion, trains, highway sounds, jet engines, or any other travel noises, the Psychopomp receives visions of important events upcoming, either for herself or a subject she knows by name. While she might be able to describe a subject she doesn’t know by name, this does not allow enough precision for this prophetic work—she must know at least a name by which the subject is commonly addressed. An online handle, pseudonym, nom de guerre, or nom de plume, however, may work, with one exception: any name the subject has discarded and no longer uses will not work. If she only knows her subject’s deadname or maiden name? No dice. Upon a successful Knack roll, the player may ask the Storyguide a number of yes or no questions equal to successes. The Storyguide may answer ‘maybe’ or ‘it’s impossible to answer that’ for questions which don’t have a clear-cut answer, or which rely upon player actions.
• Quickest Route
When engaged in a Chase that requires multiple milestones to complete, you may spend 1 Momentum to apply threshold successes from one milestone to your roll to complete the next one.
• Secondary Messengers
The Psychopomp may make a Knack skill roll to pass a message along via unconventional means: a bird tears bits of a newspaper to make its nest and drops them in the path of the intended recipient, a newscaster reads out an announcement that they don’t understand when the intended recipient happens to be actively watching. However, the message gets to the recipient, the Psychopomp’s encoding makes it understood. The recipient simply knows that the message is meant for them, who it comes from, and what it means. Sometimes you can’t just send a text message and you have to encode it in the patterns of leaves blowing down the street.
• Swift-footed
When you make an uncontested Disengage action, you may choose to move two range bands instead of one. If it is contested, you have 2 Enhancement on your attempt but only move one range band.
• Tending The Egg
Making an opposed Knack roll (not everyone wants to hear about their future, just ask Cassandra), the Psychopomp makes a prediction about the subject’s next state change. Example state changes include gaining or losing a job; entering into a new alliance, significant friendship, or romantic relationship; coming out of the closet; making an important discovery about her family, or other significant life change, good or bad, subject to the Storyguide’s final ruling. When the state change occurs, the subject gains +1 Enhancement for the rest of the scene, as the Psychopomp’s actions buoy her forward on the winds of Fate. This Enhancement occurs whether positive or negative state change takes place—even if he doesn’t want to know who fathered him, Luke still might get lucky and catch his knees on a radio antenna and dangle there until help arrives, rather than plummeting to his death.
• The Longest Road
A Psychopomp may, by making a mark on a door or a wall made of multiple parts (brick walls work, concrete walls don’t), step through to the nearest road to the closest Underworld. This doesn’t guarantee that the Psychopomp will reach a route leading to a familiar Underworld. The mark remains on the wall after the Psychopomp passes through until someone removes said mark or it naturally wears away. This may provide a means for others to track the movement of the Psychopomp.
• The Road Less Traveled
The Psychopomp does not need a map or navigation device in order to know which direction is the right way to go, no matter what Realm he finds himself traveling through, regardless of whether or not he’s ever been there before. When attempting to discern the specific rules or regulations of a Realm or country he’s never been in before, in order to continue his travels, he gains a +1 Enhancement.
• The Ties of Prophecy
When you make a teamwork action with someone on whom you have used a gift of prophecy or communication in the past (all Psychopomp Knacks count), add your Psychopomp dots in Enhancement to spend on Stunts. This includes any you may have gained from Knacks. Your ability to predict what your subject will do, due to past prophetic dalliances, makes it easier for you to work with someone.
• This Isn’t Everything You Are
Given the Psychopomp’s connection to quests and Orphic Journeys, she may solemnize someone else’s quest or journey. When the Psychopomp seeks to help the subject break free from a rut or achieve something different with his life, this Knack has maximum effect. For every action the subject takes which represents a direct attempt to complete his quest, he receives a +1 Enhancement, +2 if his actions represent a dramatic departure from his previous life. The Storyguide makes the final decision on what represents a ‘dramatic departure.’ The Psychopomp may invoke this Knack upon herself.
• Traveler’s Guide
When you enter an Otherworld, you become aware of its nature and possible dangers. Ask one question from the following list for free. You may make a Knack skill roll and ask one additional question per success. The Storyguide must your answer questions truthfully:
- What kind of hazards (such as terrain) are present?
- Who is the ruling authority, if anyone?
- What or who is the most dangerous threat to me?
- What is the most important custom to know?
- How far away is my destination?
- What do I have to do in order to leave, if anything?
• When In Rome
When traveling in a land which is not his own, the Psychopomp must act as though he belongs there in order to pass leaving few ripples in his wake. Add +1 Enhancement to any attempts to blend into a culture not your own (if the Storyteller feels the need to even call for a roll). This bonus applies before you roll. This applies to circumstances as far-flung as attempting to slip unnoticed through the Markets on the Moon or as mundane as trying to fit in on the streets of South Philly instead of sounding like you grew up in the Bronx. Locals can sniff out the outsider, though Psychopomps make that much more difficult: his continued contact with the world of the dead and the collective unconscious means that he reflexively knows how to never flub social rituals. If she’s never attended a Seder before, she still knows the order and not to drink from Elijah’s cup, and whether or not they’ve ever gone to a modern prom, they know how to dress.
• Within The Caul
Pulling the interstitial state of being, second nature to psychopomps, around herself like a cloak, she disguises herself from view and memory. All the better to keep herself from prying eyes as she goes about her business guiding people to strange places and hidden realms, and souls to their final rest. Those attempting to see or remember the psychopomp make an Occult + Composure roll with a difficulty 2, with a 1-point Complication. Those failing to meet this Complication cannot recall the psychopomp’s identity. The opponent remembers details of the interaction, just who they interacted with. A Clash of Wills is required if the opponent magically contests this Knack. The psychopomp may also spend Momentum in order to double successes on any rolls to avoid notice or move stealthily.
Psychopomp Immortal
•• Adaptable Traveler
When you enter a Realm, you may use that Realm’s Motif (Scion: Demigod, p. XX) for your Marvels and Boons instead of your own. Once per session, you can use a Marvel associated with that Realm for free.
•• Be Not Afraid
Once per scene, when you reveal your Omen by spending Legend or Momentum, you may reflexively make a Knack skill roll and apply one or more of the following Stunts:
- Heed Me (variable successes): Add your successes to your next roll to intimidate or command beings of a lower Tier, with 2 Enhancement.
- I Come in Peace (1s): If you or your allies have not already attacked in this scene, enemies will not attack you directly.
- Mantle of Authority (2s): You display the Omen of your divine parent as well as your own. Gain 1 Defense for the duration of the scene.
•• Cracking The World’s Shell
When the Psychopomp creates or inspires state change on an impressive Scale — speaking a prophecy which affects a nation rather than an individual, predicting an Odyssey rather than a quick trip home by boat — imbue a point of Legend, instead of spending, to invoke your Legendary Title as a Feat of Scale.
•• Herald of the Gods
When you declare that you are acting on divine orders (whether true or not), trivial targets will not impede you from passing them. Against other beings, you may make a Knack skill roll: on a success, they have 2 Difficulty on any attempts to halt your progress for the rest of the scene.
•• Humble Offering
You know how to persuade the Gods that even token sacrifices are worthy of response when given with genuine respect. You may benefit from minor sacrifices one extra time per arc at Legend 1-4, twice more at Legend 5-8, and three times more at Legend 9-12
•• In The Service of Fate
When on official business, little stops a Psychopomp from traveling quickly to his destination. If he carries a specific message or is under a geas or quest (as per This Is/Isn’t Everything You Are), he may travel without food or rest and always knows the quickest route to his destination. He may collapse from exhaustion after he has delivered his message, but until he gets there, his feet may bleed and his stomach may growl, but he doesn’t need to stop.
•• Invisible Messenger
When delivering a message on someone else’s behalf, you (along with your mount or vehicle) are completely hidden from mundane detection from your starting point to your destination. If you stop along the way, you become visible until you continue your journey. Supernatural observers require a Clash of Wills to pass unnoticed.
•• Katabasis
Once per session, you may touch a corpse that has died within the past day and use it as a gate to enter the Underworld where that corpse’s spirit has gone. If you spend 1 Momentum, your allies may travel with you, up to a maximum number equal to your Legend.
•• Manannán’s Generosity (Tuatha Dé Danann-specific)
Once per session, you may use an Equipment Marvel to summon a vehicle large enough to transport you and your allies with no Legend cost. May the Road Rise Up: So long as you are following a marked route, you and your allies ignore difficult terrain and any Complications that arise from environmental conditions (heavy rain, fog, blizzards).
•• Opening The Way
With a successful Knack roll and the expenditure of a point of Legend, the Psychopomp may create or close a permanent entrance into a Realm from anywhere else. This may permit her to make a door from Hel to Olympus or close a doorway which another Psychopomp opened between her apartment and the Markets of the Moon. If someone immediately closes the doorway she created, she does not regain her point of Legend.
•• Otherworldly Echoes
The Psychopomp imbues her presence with an unnerving, ethereal quality which makes her subtly terrifying. When she invokes this eerie aura, anyone attempting to attack, coerce, intimidate, or browbeat the Psychopomp must first succeed in a Clash of Wills. If her opponent fails, he may justify it to himself that he dares not cross someone so obviously marked by the Underworld, she may be a little creeped out, or some other emotional response — this power does not dictate how the opponent feels about realizing that he dares not attack someone so clearly set apart by the Gods.
•• Spirit Parade
Spend Momentum to surround yourself with fleeting images of shades and ghosts that add 2 Complication to attempts to hit you. You gain 2 Defense against all attacks that target you specifically until an attacker overcomes the Complication
•• The Song of Orpheus
When you take an established route into a Realm, Underworld or Overworld, crossing boundaries on an epic Scale, imbue a point of Legend instead of spending it, to invoke your Legendary Title as a Feat of Scale. The Song of Orpheus does not include using using The Longest Road or any other supernatural means to immediately cross the boundary between the lands of the living and the dead.
•• The Truth the Dead Know
No illusion or lie deceives someone who has walked among the dead. The Psychopomp has stood naked before her own soul, who can lie to her now? Attempts to deceive the Psychopomp gain +2 Difficulty. She may also see through supernatural illusions or powers of deception with a Clash of Wills.
•• This Is Everything You Are
A Psychopomp at her most powerful may not only gift someone with the means to break free from the shackles of his mundane life, but lay a geas upon him to do so. Unlike This Isn’t Everything You Are, the quests assigned under This Is Everything You Are come with the occasional nudge from Fate to stay on track. As with the Heroic Knack, these quests have greatest effectiveness when the Psychopomp seeks to help the subject break free from a rut or achieve something different with his life. For every action that the subject takes which represents a direct attempt to complete his quest, he receives a +1 Enhancement, +2 if this represents a dramatic departure from his previous life. Actions which directly resist the quest taken by the subject suffer a +1 Complication. The Storyguide makes the final decision on what represents a ‘dramatic departure,’ or which actions go directly against the spirit of the quest or geas. A Clash of Wills is required to lay these quests upon unwilling subjects. The Psychopomp may invoke this Knack upon herself.
•• Touchstone Key
As a complex action requiring two milestones to complete, you can create a temporary Touchstone to take you to another Touchstone that you know. Both milestones require a Knack skill roll: the first to create a symbol representing your destination and the second to activate it. You can only have one Touchstone symbol ready at a time, and must touch it and spend 1 Momentum to activate it.
•• Trail of Stones
You guide a known ally in the same Realm to your location through a series of portents, such as an animal associated with your pantheon or a constant breeze pointing in your direction. Make a Knack skill roll: on a success, the recipient can follow your guidance to your exact location; on a failure, they can reach the general area. This Knack does not increase the speed of travel, nor does it protect against any obstacles along the way. It does not compel the target of the message to follow, but you will know if they ignore it.
•• Visit from Beyond
Touch a character and spend 1 Momentum to summon a ghost or shade from their past for a short period of time. It’s unsettling for those experienced with the supernatural, and downright terrifying for everyone else. Trivial characters are overwhelmed by emotion at the sight of their deceased loved ones; others gain a Complication equal to half your Psychopomp dots rounded down. If the Complication is not bought off, the presence of the dead gives them +1 difficulty.
•• Wayfinder
When crossing long distances to reach a known destination (as opposed to wandering or exploring), you may imbue Legend instead of spending it to invoke a Feat of Scale based on your Legendary Titles.
•• Xolotl’s Tunnel (Teōtl-specific)
Once per session, you may create a Twist of Fate to discover an escape from your current location without having to invoke a Path. Make a Knack skill roll to determine how convenient it is: one success is enough for something to crawl through, while five successes reveal a secret passage that takes you
Sage Heroic
• As I Have Foreseen
At the beginning of a scene, you may activate this Knack to make a Knack Skill roll. Set this roll aside. You may replace a roll that is made during the scene — either your own, another player’s, or a Storyguide Character’s of equal or lower Tier — with the results of this dice roll.
• Bestiary and Atlas
When you encounter a supernatural creature or magical place for the first time, roll Knack Skill. You may ask a question per success, and may ask questions multiple times as applicable. Questions without answers (i.e., “it’s not dangerous”) do not count against your total. Any successes past 4 may be spent to ask freely chosen questions. The Storyteller must answer these questions honestly.
- What’s its origin?
- What makes it dangerous?
- What power or ability does it possess?
- Who controls it?
• Blockade of Reason
You readily deflate the arguments of hucksters and con men with a sharp application of reason, or blunt denial (usually calling out the person for what they are trying to do). Targets of lower Tier cannot trick, coerce, swindle, or con you, and any supernatural attempts to do so trigger a Clash of Wills. You add 2 Enhancement to the Clash of Wills roll.
• Flawless Logic
Your wisdom and reasoning are unparalleled. You gain Enhancement equal to half your Sage dots (rounded up) when you verbally explain a subject or use logic to influence someone. You can increase the difficulty for other characters to counter, oppose, or dispute what you’re saying. After the first use of this Knack in a scene, subsequent uses require spending 1 Momentum.
• I’ve Been Everywhere
When you’re heading to a new location with its own vibe, whether a different town or another neighborhood in a large city, you can ask the Storyteller one of the following questions and get a useful answer.
• How can we best fit in or stand out?
• What’s an opportunity to make a good impression?
• What’s something we should be on the lookout for there?
When you leverage this information, it provides +1 Enhancement to relevant rolls.
• Library and Epistle
Once per session when you are unable to answer a question or fail a roll to gain insight into the unknown, you may declare your library possesses a source of knowledge or that you know a scholar who can answer the question upon consultation. If you spend Momentum, they are easily at hand; otherwise, it may take you up to a scene to recover the information from them.
• Master of the World
While inside a Field, you may define up to three points of Enhancements or Complications (or a combination of each) that are readily apparent to your perceptions (which may be enhanced by other abilities) but not obvious to other observers. They must conform to the Features of the Field, however — it makes sense for a shotgun to be behind the bar, but not a rocket launcher. The hardwood floors of a burning building could be expected to be weak, but the flames can’t be cold. Only three total Enhancements or Complications can be applied to a Field at a time, regardless of how many Scions possess this ability.
• Master Strategist
With this Knack activated you are always prepared for a near-infinite array of possibilities. When rolling Initiative, you receive the benefit of 8-again.
• Office Hours
When someone approaches you with a problem that you can solve, they gain +1 Enhancement to resolve it themselves if you work them through a solution. If you can’t solve it, you gain the same bonus to all rolls to solve it on your own. These bonuses apply before rolls are made. Spend Momentum to impel a Storyguide Character to come to you with a problem in need of solving.
• Omniglot Translation
When you converse in or read a foreign language, your communication is flawless, without a trace of an accent. You can turn out translations in your native language in a matter of minutes without needing to roll. If you are translating mystical runes or the handwriting of Gods, you still do so swiftly, but must make a Knack Skill roll.
• Palace of Memory
When you recall past events that you have experienced or studied, you are able to recall the details flawlessly, never missing out on any clues or dropping the ball on any details you might remember. This allows the player to bypass the need to roll to remember salient details or facts, and also to declare a narrative advantage she may have remembered without needing to invoke her Path. If you missed a Procedural Clue in a prior scene, you may attempt to rediscover it.
• Presence of Magic
You always know when you are near an object or place of true magical or sacred power. How this manifests is up to you. Ask the Storyguide if an object is magical or sacred, and she must tell you honestly “yes” or “no.” This bypasses the need to make any kind of Occult roll to identify a place or object of magical or sacred power.
• Speed Reading
When you read materials for your research, you do so at lightning speed, devouring thick tomes in a matter of minutes and flipping through electronic documents in the blink of an eye. Halve the time you need to do any kind of academicresearch. Once a scene you may establish that you’ve read up on a subject and gain 1 Enhancement to the next applicable roll. This bonus applies before the roll.
• What Manner of Beast
When exposed to an animal, God, Denizen, or other type of being new to you, you’re driven by a need to understand what it is. You receive one Enhancement to any rolls to determine the nature of the beast. This Enhancement applies before the roll.
• Where Power Rests
You’re adept at finding sources of power in The World, particularly those that have long been undisturbed. When seeking something of mystic might — including anything with a Legend Score — you receive 1 Enhancement before the roll. You then receive an additional Enhancement after the roll for each century the person or object has been undisturbed.
Sage Immortal
•• A Consult
Even if you don’t know the answer, you know who does. When trying to find information, you gain an innate sense of who can help you, and you may Imbue for Scale to reach them and/or implore their aid.
•• Cipher
You are never stumped by any codes or encryptions set in place by a character of a lower Tier. When you converse in or read a foreign language, your communication is flawless, without a trace of an accent. You can turn out translations in your native language in a matter of minutes without needing to roll. If you are translating mystical runes or the handwriting of gods, you still do so swiftly, but must make a Knack Skill roll. When you create your own encryption, it also cannot be resolved by anyone of a lower Tier. You add your half your Legend, round up, in Enhancement to rolls to prevent decryption by your peers and those of higher Tiers. This bonus applies before you roll.
•• Don’t You Know Who This Is
You word is trusted, and when you extol someone’s accomplishments, people listen. Once per session, you many Imbue for Scale to enhance a social roll made by an ally. This requires you to briefly glorify them by praising one of their past Deeds. This does not stack with any other supernatural sources of Scale.
•• Eternal Genius
When you unravel a mystery or tackle a complex, scholarly problem on a massive Scale (untangling the secrets of quantum physics, solving a trickster God’s cipher), imbue a point of Legend, rather than spending, to invoke your Legendary Title as a Feat of Scale.
•• Eternal Lectern
The spaces you teach others in cannot help but convey knowledge to the curious. Imbue Legend to consecrate a classroom or other place of learning. Attempts to teach epically complex concepts or across impossibly distant conceptual gulfs there benefit from additional appropriate Scale. This may create a Realm Condition that reduces the cost for Fire, Order, or Stars Divine Rule actions taken through it by 1.
•• False
Imbue for Scale when stamping out a wide-spread falsehood, a common misconception, or a massive illusion.
•• I Know Your Bane
You wield knowledge like a weapon. Once per session, this knowledge can give you a lead (Scion: Origin, p. 73) to begin a complex investigation action to find a creature’s supernatural bane. Whenever they take an injury condition from that source, they also take an additional condition of the same severity. This can apply to a specific opponent or an entire race of denizens. In the case of the latter, the bane should be significantly harder to come by (and require more Milestones to uncover): a rare plant that is poisonous to satyrs, or a unique sword that burns away an oni’s flesh.
•• Immortal Mastermind
When you make a plan of action and direct others to follow, it grants them 1 Enhancement to all actions. Anyone who doesn’t follow your plan gains +1 Difficulty to all actions. Bandmates are not under any obligation to follow your every word, but do gain the benefit if they opt to participate. When dealing with an enemy, you are free to create a plan in order to bait your opposition into suffering the Difficulty — just as planned.
•• Invisible Kingdoms
Once per session, you may reveal a place of power and mystery within the World, whether a marvel of nature or a place touching a specific Otherworld, working with the Storyguide to define it. A number of characters equal to your Sage rating may regain one Legend by resting there for a scene.
•• Maps Beyond The World
Worlds beyond the World are known to you, and you may ruminate deeply on the secrets therein. Once you’ve stayed in an Otherworldly location for at least a session of play or a day of narrative time, you may make a Knack skill roll to ask questions about its nature or events transpiring there — such as “why do the fire giants hate the Theoi visitors?” or “what has polluted the river of heaven?” — and get true, useful answers for each success. In Divine Rule play, you may spend these successes to learn information about Realm Conditions, including who created them and what their ongoing effects on the realm might be.
•• Overworld Knowledge
Once per scene, make a Knack Skill roll. For each success, ask a question of the Storyguide relevant to the events transpiring — something you would know or have studied — and receive a truthful and applicable answer. For example, “What stratagem is the enemy general using?” or “What are Kane Taoka’s true motives?” If you have remaining unasked questions, spend Momentum to roll over the remaining questions into the following scene.
•• Personal Alexandria
When able to consult your collection of books and personal notes, you gain Enhancement 2 for attempts to answer questions, engage in Investigation, or further knowledge of the World. Once per session, access to your collection may count as a Milestone for a Procedural action.
•• Psychic Attack
You impart your vast stores of knowledge to someone else, overwhelming them. Spend a Momentum to roll your Knack Skill. Success an increased Difficulty equal to successes rolled on your victim’s actions that require mental capacity, such as studying, researching, or even communicating.
•• Scent of Sorcery
When exposed to or made aware of a supernatural effect, spend Momentum to know its origin and purpose. Equal or higher-tier characters may attempt to hide their identities through a Clash of Wills; regain your Momentum if you fail.
•• Transcendent Mastery of Works
Your understanding of all things under the sun and many things above it allows you to guide long term projects with unmatched ability. You may automatically complete one Milestone per Procedural scene, even if you lack any requisite Skills or equipment.
Shepherd Heroic
• A Friend to All
You and your Ward may have additional Fatebinding Conditions over the limit set by Legend, equal to the difference in tier between you and your Ward.
• Aim For My Mark
You gain access to the following stunts, which may be used in close and ranged combat:
- Weak Point (1s): On his next attack, your Ward may purchase the Critical stunt at a discount equal to the difference between you in Tiers (i.e., if he is a mortal and you are a Hero, it costs 3s; if you were a Demigod, it would cost 2s).
- Find the Opening (2s): The opponent’s Soft Armor doesn’t apply to your Ward’s next attack.
• And My Shield
When you take a Full Defense action and your Ward is within short range, he also doubles his Defense pool.
• In the Nick of Time
If your Ward is attacked within your line of sight, you can spend Momentum to instantly move to him.
• Leading by Example
When your Ward gains a Complication, you may choose to suffer its consequences, and may overcome the Complication with any roll, even unrelated ones. If you successfully overcome the complication, your Ward gains Enhancement on their next action equal to the Complication’s rating; you gain half that, round up.
• Matchmaker
Instead of using your once per session ability to acquire a new Fatebinding, another consenting player or a Storyguide character may use that ability instead.
• Taught You Everything I Know
Once per session, when you spend a scene training your Ward, make a Shepherd skill roll and note your successes. For the remainder of the session, you may spend these successes for any of the following effects, once per turn, so long as they mirror an aspect of the training you provided.
- Just Like in Training (1s): Grant +2 Enhancement to your Ward’s action
- You Won’t Stop Me (2s): Negate any Complications or Conditions your Ward is suffering for the remainder of the turn, including Injury Conditions.
- I Can Do This (variable): When your Ward spends Momentum, add an additional die for every Momentum and success spent. If your Ward is an SGC, you may spend Momentum on their behalf for this roll.
• Vengeance Is Mine
You instinctively come to your ward’s defense when they’re hurt. As a reflexive action, when your ward takes damage spend 1 Momentumto immediately retaliate against the attacker, gaining Enhancement equal to the successes rolled against yourward, up to a maximum of three. You must be within close range of your ward or their attacker to use this Knack. Normal limitations on your attack (e.g. range) apply.
• Wise Counsel
While together in a Procedural scene, if your Ward is rolling to do research with a Skill they do not have any dots in, you may spend Momentum once per session and make a Knack Skill roll. They make their research roll as if they have a number of dots equal to the number of successes you rolled, up to five.
Shepherd Immortal
•• My Senses are Tingling
You are aware if any Storyguide characters you meet have the JINX, NEMESIS, RIVAL, or TRAITOR Fatebinding Condition with your Ward or your Bandmates, but not which Condition they have.
•• Out of the Frying Pan
If your Ward is Taken Out within your line of sight, roll a Knack Skill. On a success, they negate the damage after Armor is applied and are not Taken Out. You may use this Knack a number of times per Episode equal to the difference in tier between you and your Ward.
•• Punching Above Your Weight
Once per episode, you may spend Momentum when your Ward makes or defends against an attack. They make that action at Scale equal to the difference in tier between you and him.
•• Shared Wisdom
When your ward takes an action requiring a Skill they have no dots in, spend 1 Momentum for them to add dice equal to your difference in Tier for the duration of the scene. They cannot add more than your dots in the Skill. At the end of the scene, you may imbue a point of Legend for them to use half your rank in the Skill until reclaimed
•• You Can Do This All Day
When your Ward is trying to buy off a Complication, spend Momentum and make a Knack Skill Roll. Your Ward may spend successes from this roll to buy off that Complication.
Trickster Heroic
• All Stories are True
With this Knack, you lie with such skill and grace that even Fate believes you, if only for a little while. Make a Knack Skill roll, adding Enhancements equal to half your Legend, and take an action to lie a new truth into being. You may spend successes on the following stunts:
- My Friends: Add 1 dot to Followers for every 2 successes My Talent: Add 1 dot to a Skill for every 2 successes, or temporarily move a dot to another Skill for 1 success
- My Treasures: Lie a mundane item into existence, spending 2 successes for every 1 Enhancement
- My Lover: Spend 2 successes to add 1 Success to a Temporary Bond.
Any benefits gained from this Knack fade away at the end of the Scene.
• Blather and Skite
When you spout nonsense at your target, they must spend a moment trying to figure out what the heck you just said — buying you or someone else more time to accomplish any kind of underhanded task: sneaking into a place, slipping past a posted sentry, lying your way through security, and so on. This works automatically on any character of same or lower Tier, but requires a Knack Skill roll to work on someone of higher Tier. For each success rolled, you buy five minutes of in-game time or one turn of combat (whichever is more immediately applicable) before enemies realize you’ve infiltrated and go on high alert. If you use this on one of your bandmates, you only succeed with the consent of the other character’s player.
• Face in the Crowd
You blend seamlessly into a crowd. So long as there are more people present than twice your Legend rating, you blend in automatically, and all mundane efforts to spot you fail. Supernatural means of tracking and perception require a Clash of Wills.
• I Meant to Do That
When you fail at an action, you may select additional consolations based on how you failed:
- Confusingly. Observers have no idea what you were trying to do, barring supernatural ability and defeating you in a Clash of Wills.
- Instructively. An ally who attempts the same action gains your Legend in Enhancement to the roll that applies before they roll.
- Spectacularly. Characters without an Attitude toward you create a Positive 1-point attitude toward you of “They’re Harmless,” and increase any Positive Atmosphere in the scene.
• In Sheep’s Clothing
When you disguise yourself, you do without needing to roll. You have the option to change your hair, skin, and eye color, apparent gender, and height within a few inches, but cannot assume the exact appearance of someone else. The disguise cannot be seen through, though your mannerisms and turn of phrase may give you away. At Storyguide discretion, Knack Skill rolls may be required to blend in.
• Just the Thing
When you have need of any mundane thing whatsoever, you may choose to have it on your person or immediately available. Every time you do this in a session, your next action gains the Complication “Debt Due” with a rating of the number of times you’ve used it.
Debt Due: If unresolved, the true owner of the possessions or a similar reckoning appears at the end of the scene.
• Light Fingered
When you steal an object or pickpocket someone, you do so without needing to roll, so long as the object is something you can conceal in your hands. If you use this ability to lift something from a member of your band, you must do so with the consent of that character’s player. You cannot steal an item that is currently in use. Stealing a weapon from an enemy would first require the Disarm or Seize stunt.
• Number, Letter, and Special Character
To attempt to keep a Trickster out of a secure system is folly. When trying to gain access to any secured computer network, gain +1 Enhancement before you roll
• Redirect
Spend a Momentum. You convert one enemy’s current attitude to anger from whatever it was before. At the same time, select a new target to become the object of that anger, causing your enemy to attack the new target in a rage
• Rumor Miller
Your lies catch on like wildfire, and you need only make the smallest post on social media to get a wild rumor circulating. Make a Knack Skill roll — any successes delivers the rumor about the target to those who should hear it — his boss, his husband, his best friends, etc.
• Smoke and Mirrors
Once per scene, when you would be Taken Out, you instead spend Momentum, negate the damage that would have taken you out and move one range band away from your attacker — but leave behind a brief afterimage of your outline, which crumbles into dust seconds later.
• Subliminal Messages
You can communicate with any number of specifically intended people through body language and insinuation, preventing any unintended party from understanding your actual meaning. Mortals can’t de- termine your meaning at all, and those with supernatural intuition still suffer a level 3 Complication; if not bought off, they get only a partial meaning, missing some important detail.
• Takes One to Know One
When you are the target of a scam or a lie, you recognize that a deception is taking place. You do not know what the truth is, but you instinctively understand that you are in the company of liars and cheaters. Whether or not you call out the cheat on his dishonest actions is up to you.
• Wasn’t Me
When you do something with legal or social consequences, you delay the consequence by transferring blame to someone else of the same or lower Tier. This delay lasts until the end of the session by default, but may be delayed further by making a Knack Skill roll, and spending 1 success per scene of delay. To push blame onto a member of your band, you must do so with the consent of that character’s player. Once the delay ends, anyone of higher Tier than you who had been duped by this Knack realizes they’ve been tricked, and will likely seek revenge.
• Who’s at the Door
Once per session you distract a target by introducing another character to the scene. It could be a knock at the door, an old friend spotted across the room, a titanspawn bursting through the wall, etc. Whatever the distraction, it gives you enough time to accomplish a discreet task — e.g. a brief private conversation, a peek at the target’s computer files — or leave the scene unnoticed. If the Storyguide decides the task requires a complex action, make a Knack Skill roll with each success buying you more time.
Trickster Immortal
•• Ain’t I a Stinker
When you lie to a Storyguide character, convincing them to do something they otherwise never would, Imbue for Scale, which applies to their action once per scene. This does not stack with any other supernatural sources of Scale.
•• Always In the Way
You are just where the opposition would rather you not be, whether by intent or happenstance. When you take the complicate action (Scion: Origin, p. 118), create an additional “You’re here too?!” Complication at the same value. Your target applies any unresolved value as difficulty to their next action. When using divine opposition with this Calling in Divine Rule, gain an additional point of effect.
FIELD MARSHAL OF THE GODS
Aliases: Murugan, Skanda, Tamill Kadavull, Subrahmanya, Kataragama Deviyo
Callings: Leader, Sage, Warrior, Shepherd
Purviews: Epic Strength, Epic Dexterity, Epic Stamina, Beauty, Stars, War
•• Better Things to Do Anyway
Sometimes, you seemed destined for failure, but useful things come of whatever foolishness you mire yourself in. Once per procedural action, you may voluntarily fail a roll to have it count as a Milestone for a different Procedural action.
•• Come Listen Here
Your stories carry beyond the range of your voice, driving people to great deeds even if you’d rather they didn’t. Imbue Legend to consecrate a story you tell; those listeners who try to follow its moral, promise of glory, or other suggestive theme to do what would normally be impossible benefit from additional Scale. This may create a Realm Condition that reduces the cost for Chaos, Deception, or Fortune Divine Rule actionstaken through it by 1.
•• Devil at the Crossroads (Loa-Specific)
To survive, sometimes even the divine must adapt. When worship of your Panthe on is forbidden, maybe it’s time to look like a different one. When this Knack is activated, you appear to all senses (including “Scent the Divine”) as a different Pantheon than your own. You can even mimic the Omen of a specific Legendary figure, chosen when you purchase this Knack. Further, once per session you may Imbue, rather than Spend Legend, to mimic their Pantheon Specific Purview with a Marvel. Scions with this knack may even find their Mantle growing to look like the figure they are emulating. Players and Storyguides are encouraged to make this happen (see “The Myth Engine,” p. 37), as Fate puts them on another’s path, and the character chooses between creating their own Legend or syncretizing into someone else’s.
•• Disguised to Fate
(Prerequisite: Any two of the previous three “Disguised to” Knacks) Once per session, if you are disguised as a specific figure, you may call upon their Legendary Title as if it were your own. The figure in question does not immediately become aware of this, but will likely hear about the great Deeds they don’t remember taking part in.
•• Disguised to Onlookers
Beings of a Lower Tier cannot see through your disguises, and you may choose whether your Omen presents itself. If you choose not to show it, it will return to witnesses’ memories (or appear in their dreams) after your trickery has unfolded.
•• Disguised to The Overworld
While the preceding Knack disguises your biological makeup down to your DNA, this one affects how you appear to magic itself. Once per session, if you disguise yourself as a Denizen of the World, you may access one of their Knacks for the scene, though you also take any banes or Conditions inherent to that race.
•• Disguised to the World
Beyond simple illusion, your disguises alter reality itself. Once per session, you may completely change your face, sex, race, even species down to a biological level. You may temporarily shift your dots in physical attributes as you like. You also gain their other biological properties; such as a certain Norse Trickster disguised as a horse becoming impregnated by one. However, you are limited to mundane, biological differences.
•• Doppelganger
Make a Knack Skill roll and with any successes, make an exact copy of yourself. The copy has all your Attributes and Skills, Knacks and Boons, and is controlled by you. This doppelganger may be sent to perform any social or investigative task independently of you, though you are aware of the outcome (and the player is free to roleplay her character in two places at once). It cannot benefit from teamwork actions and dissipates into dust if attacked. Otherwise, the copy lasts for a number of days equal to your Trickster Calling.
•• Emperor of Fools
When you have need of a Birthright, you may choose to have it on your person or immediately available, the relevant sentient creatures convinced that they really should be helping you. Every time you do this in a Session, your next action gains the Complication “Debt Due” (p. XX) with a cumulative rating of the number of Birthright dots you’ve borrowed. If unresolved, you cannot use this Knack for the rest of the session.
•• Escape Artist
Standard prisons or manacles cannot contain you, and you may Imbue for Scale to get out of any confinement: a supermax prison, a labyrinth, the confines of an Underworld.
•• Exposed
Spend a Momentum and tell a damaging lie about someone of the same or lower Tier. Everyone who hears you utter the lie believes it to be true, even if there is evidence proving elsewise. Attempts to exonerate your target provoke a Clash of Wills.
•• Fortune’s Wheel
Once per scene, you may voluntarily botch a roll before or after you roll it. Select any or all:
- Opposing character who see your failure suffer your Trickster rating in additional Difficulty to all their rolls.
- Heal any -0 injuries you have.
- Friendly characters gain your Legend in Enhancement for their next roll.
- If you chose to Botch before you rolled: Regain Legend.
•• Gift Horse (Theoi-Specific)
A shirt poisoned in centaur blood. Flammable golden robes. A jar filled with all the horrors and pains of humanity. Once per session, you may use a Marvel at no cost to menace someone who has accepted a gift from you.
•• One Man’s Trash
Spend Momentum and make an ordinary piece of junk seem extremely rare and valuable. This item will sell or trade as if it had real value. Anyone of lower Tier buys this deception instantly, squabbling over themselves for who will get to buy this unique thing. Targets of the same Tier or higher must make an Empathy roll to see through this lie, but face +Legend Difficulty to convince anyone else that it is not just trash.
•• Surprise!
Voluntarily be Taken Out (for all intents and purposes, you appear to be dead or unconscious) and come back later, unharmed, at any point in time during the session to make a surprise attack or otherwise set up an ambush with +4 Enhancement, which applies before you roll. If someone has seen you pull this trick before, they resist the ambush as normal (you do not gain the bonus) and instead gain +4 Enhancement on combat rolls against you for the first round if they succeed. If it would better suit you, you may return dramatically in the middle of a social scene instead, adding the same Enhancement to the next most appropriate Social roll.
•• Thief of Form
You may steal the shape of a trivial or helpless character. Choose either or both:
- They’re transformed into a harmless animal, plant, or animate object for the rest of the session.
- You assume their form, which requires a successful Clash of Wills to see through, for the rest of the scene.
•• Universal Good for Nothing
You count “foolish nonsense” or “unrelated unproductive activity” as a Milestones for Procedural actions.
•• Woven from Lies
When you spin a story or craft an elaborate deception on an epic Scale (spreading a vicious rumor across the world via social media, convincing a whole society of people that you’re someone you’re not), imbue a point of Legend, rather than spending, to invoke your Legendary Title as a Feat of Scale.
Tyrant Heroic
• A Voice Like Doom
During intrigue play, whenever you try to Shift Attitude or Atmosphere during intrigue play to create feelings of fear or to Encourage Behavior to enforce obedience, you may choose to increase the Collateral pool by up to your Tyrant Calling in dice. For each die you add to the Collateral pool, add +1 Enhancement, which applies before you roll.
• Accept No Failure
When a subordinate or character who possess an attitude of Fear toward you at two points or greater fails a roll in your presence, you may cause them to suffer 1 point of Injury to reroll it, though they must take the second result. Player characters may choose to ignore this effect.
• An Impossible Quest (Plant Dôn-Specific)
When you use an Encourage Behavior action to goad someone into a difficult task, you gain +2 Enhancement, and they can’t leverage their negative attitude towards you so long as you offer them some reasonable reward. If they complete your task, you must make good on the reward and suffer a Complication equal to your Tyrant rating until you do so.
• Away From Me
Rebuke a target within the same scene as you, whether in a social encounter or in combat. If the target is of lower Tier, this Knack as no cost. If the target is the same or higher Tier, spend Momentum and make a Clash of Wills. If successful, the target must leave the same Field as you, thereby removing them from the scene.
• Compliance is Rewarded
Spend 1 Momentum to resolve a Condition afflicting a target who recognizes you as their superior. The next time they try to defy you, they gain a Complication equal to your Tyrant dots; if not bought off, the Condition reasserts itself, and they suffer an Injury. If the Condition was imposed by a character of a higher Tier than you, activating this Knack requires a Clash of Wills with Legend + Presence
• Crushing Inquest
During information gathering play, you gain access to the following Stunt:
- Tyrant’s Weight (1-3 successes): For each success you spend, create an atmosphere of Fear for any social encounters with a rating equal to the successes spent for the rest of the session.
• Die for Me
Once per session, make a Knack Skill roll. On any successes, demand a target of lower Tier become the subject of an attack or any other source of harm targeting you, instead. If this causes the subject to die, you may use this Knack a second time.
• Empowered by Sycophants
Gain Enhancement equal to the rating of your Followers or Creature present with you in the scene. This Enhancement may be applied to Encourage Behavior, Encourage Belief, or any Tyrant Knack Skill rolls, or any other rolls made to intimidate, coerce, or otherwise make demands not covered by these other restrictions.
• First and Foremost
At the start of a social interaction, you may use this Knack to declare yourself the focus of everyone’s attention. During the initial interactions, all Storyguide characters must target you first with their social actions. If they do not, they suffer -2 dice to any applicable rolls. If more than one character has this Knack, you must agree out of character who gets to be the focus for this scene.
• Greasing the Palm (Shén-Specific)
Spend 1 Momentum to intuit the perfect bribe to get a particular official to do something for you or overlook your actions. If you give it to them, they improve their attitude towards you by 1 and suffer a Complication equal to your Tyrant Calling on any attempt to betray or undermine you for the rest of the story; if not bought off, their superiors learn they accepted a bribe, and they suffer appropriate consequences. Your first use of this Knack in a scene is free, as are uses against trivial characters.
• Great and Terrible
All things fear you. Spend Momentum. Until the start of your next turn (or action) characters who target you with actions cannot benefit from additional Enhancement unless this Enhancement comes from an innate magical source — such as a Boon or a Knack.
• In My Stead
Once per scene, you may promote a subordinate of lower Tier who you may then send to perform a social action in your place. For all intents and purposes, this character acts as you, using your applicable Skill and Attribute but not any other Enhancement or special effects from Knacks or Boons. If you fail this roll, you may choose to dispose of the subordinate — either arranging for their untimely death or destroying their social standing — and instead choose to succeed as though you had met the Difficulty exactly.
• Iron-Fisted Order
During Initiative, no Storyguide character of lower Tier may act before you, and must take initiative slots after yours, regardless of the result of their roll. Only one of the players’ characters in the Band may benefit from this Knack at a time during a combat encounter.
• Present Dread
You may spend Momentum to create the following Complication for anyone opposing or attacking you for a Scene:
- “Aura of Oppression” (+2): Failing to resolve this Complication creates an Attitude of fear for the character attempting the action towards the Scion who created it equal to the Complication’s unresolved rating.
• Pride Goes Before
You gain access to the following Stunt, which applies to any social action.
- Inflated Ego (2s): In addition to any other social effects, you afflict the target with the “Hubris” Condition. While under the effects of the Condition, any Enhancement the target would benefit from removes successes, rather than adds them. If this would create negative successes, treat it as zero. When the target fails the roll, you gain Momentum as if you’d failed the roll instead, and the target must suffer whatever consequences came from their fail- ure. If the target of this Knack is another player’s character, you must first obtain their consent out of character, and if the penalty would create negative successes, treat it as a botch for the purposes of generating Momentum. The target must still deal with the consequences of failure and cannot dodge them with any ability that might otherwise allow them to.
• Ready Displeasure
Whenever someone who serves you or has sworn to follow you disobeys the spirit of your orders, you immediately know (though not what exactly they did or why they did it).
• Reward the Obedient
You may make a Knack skill roll against a target, opposed by their Integrity + Composure or Resolve or most relevant dice pool. On a success, create the condition “Tyrant’s Command” on them. Anytime a character suffering from the “Tyrant’s Command” condition disobeys you, you may end the Condition to instantly inflict one damage to the target. Otherwise, the Condition resolves after they’re away from your presence for at least a day.
• Take the Fall
Once per scene, whenever you fail a social action or fail to buy off a social Complication, you may instead redirect the narrative fallout or the result of the complication to another character to whom you have a connection. This is typically in the form of a Bond, though the Storyguide may permit any other narrative connection — especially if the Tyrant was the target character’s leader, boss, or other such figure of authority. If targeting another player’s character, you must get their permission out of character first.
• Terror at Hand
Spend Momentum. You tear the fear out of a target, and shape it into something real. Clear a target’s negative Attitude towards you and reset it to 0. Then, summon a weapon or armor shaped from the target’s emotions, using the attitude rating + Legend in points to spend on Tags. This item persists until the end of the session, but can be purchased as a Relic with a rating equal to the target’s original Attitude when the session ends.
• The Last Word
Spend 1 Momentum to put an end to a topic of discussion or debate that can’t be brought up again for the rest of the scene. Characters of your Tier or higher can resist with a Clash of Wills, pitting their Legend + Composure against your Legend + Presence.
• Total Authority
Trivial targets in a procedural scene instantly recognize you as a figure of authority and are compelled to approach and provide useful information relevant to your investigation. This counts as though you had purchased the Extra Clue or Interpretation stunts a number of times equal to your T
• Whom Do You Serve
Spend 1 Momentum to automatically intuit the loyalties of a character in the scene, getting a rough but accurate sense of their allies, superiors, and attitudes towards each. This includes characters not present in the scene; if you meet them later, you recognize them as the recipient of that allegiance. Your first use of this Knack in a scene is free, as are uses against trivial characters.
Tyrant Immortal
•• Absolute Terror
The dread you inspire warps attempts to oppose or harm you. Foes attacking or opposing you suffer any Attitudes of fear they possess towards you as additional Difficulty on their rolls, while foes opposing you with inanimate objects that should happen to fear you must overcome their weapon’s Attitude as Complication or be disarmed.
•• Auspices of Attar (Ilhm-Specific)
As Attar once rallied humanity against Ba’al, so too may younger Tyrants sound their clarion call. Use an action to draw trivial characters into your service as Heavy Followers with additional Tags equal to your Tyrant Calling; this is usually nigh-instant, but even in truly isolated areas, they arrive no later than the start of the next scene. They serve loyally for one battle or scene. All who die for your cause fade into stardust, commemorated above in the Heavens.
•• Broke No Opposition
Characters opposing you must treat close range as dangerous terrain (Scion: Origin p. 73), at a Complication rating equal to the higher of their Attitude of fear toward you or the Atmosphere of fear in the scene
•• Dwelling in Darkness (Apu-Specific)
Many among the Apu Titans brood in dark places, remnants from the void before time. You may consecrate a location that you own or control as your dark stronghold. You can spend 1 Momentum when suffering an Injury or setback to a plan, returning instantly to your dark stronghold alongside your Bandmates and up to your Tyrant Calling in other willing characters. When you travel towards it by any means, the journey takes half as long as it should. You may consecrate a new location as your dark stronghold in a night-long ritual, releasing your claim on the prior.
•• Faceless Legions
Make a Knack roll. On a success, you gain followers equal to your Tyrant rating for the remainder of the session, your personal gravity drawing weak-willed humans and lesser supernatural beings to your service. If they fail a roll, you may dismiss them, make an example of them, or disdainfully abandon them. If you do, you lose access to Faceless Legions for the rest of the session, but you gain your Tyrant dots in Enhancement to succeed at whatever they failed at. You may not have more than one group of followers collected by Faceless Legions bound to you at once.
•• Haughty Summons
You may call a character sworn to your service or a Birthright similarly attached to you to your side in a frightful wind. Spend Momentum: If they could plausibly come to your side in a scene, they arrive immediately; a day, they arrive at the end of the Scene, any longer, they arrive at the next dawn or dusk. If supernaturally kept from meeting your call, you may Clash of Wills against whatever force holds them in durance. Birthrights need not be capable of their own conveyance normally to respond to the summons; players’ characters must always give consent to be affected by this power.
•• I Am Absolute
Spend Momentum. You command a target to take a social, combat, or procedural action (which may not be self-detrimental), which they cannot refuse. If the target is the same Tier or higher, this costs another Momentum. They roll the action as normal, and may apply any special abilities or powers they have, though they can choose not to. If the target is a God, Titan, or other being of equal power, they may make a demand of you in return (unless you are also of the same Tier). In this case, they may harbor resentment, resulting in story consequences of the Storyguide’s choice. This cannot be used on another player’s character without their out of character consent.
•• I Am That Which Is To Be Obeyed
When you attempt to assert authority on an Epic scale, such as asserting rulership over a continent or pulling rank on a Titan, imbue rather than spend to invoke your Legendary Title as a Feat of Scale.
•• Might’s Prerogative
Other people exist for your convenience, and sometimes your protection. You may treat subordinates and trivial characters as light cover in combat and may always choose for the results of a collateral pool roll to affect them instead of directly affecting you (though this does not prevent potential Fatebindings). In Divine Rule, you may choose to destroy a Realm Condition you are invested in in place of suffering a Divine Wound once per session.
•• No Balm for Terror
Fear is beyond a weapon; in your hands, it’s the creeping tide of oblivion. You may afflict characters with an Attitude of fear or similar emotions towards you with disease or poison conditions at the samerating as the attitude. Trivial characters are at your mercy, while others suffer additional difficulty to any rolls to recover equal to the Attitude. In Divine Rule play, reduce the cost of the Divine Hazard and Slaying Force Stunts by 1.
•• Obvious Superiority ( Devá-Specific)
You gain +2 Enhancement to resist influence and effects that would compel you to submit to someone else’s authority or recognize someone’s status. Once per scene, when resisting such an effect, you may impose a Complication on the source’s next influence action equal to your Tyrant dots; if they fail to buy it off, observers see their influence in the worst possible light, like unhinged ramblings, insecure arrogance, or entitled outrage
•• Petty Tyrant
While in your place of power (a hideout, your corporation’s headquarters, your army’s base camp, etc.), you may establish up to your Tyrant Calling in arbitrary rules, which you may change or adjust at the start of any scene. Any Storyguide character who doesn’t follow your rules gains a -2 Complication of “Rulebreaker” to all actions while within your domain. If a target refuses or is unable to buy off the Complication, you may forcibly eject them from your seat of power. Other players’ characters are not required to obey your petty edicts. This Knack applies even if you have tricked an enemy into breaking your rules.
•• Selfish Demand
Once per session, you may make a demand of a target of lesser Tier, which they must comply with. They perform this action as though they’d succeeded with a number of successes equal to your Tyrant Calling, which they must spend on Stunts if applicable. You cannot demand a target to do anything self-harmful, or anything they physi- cally could not do. For example, you could not demand that a security guard walk into traffic, drink bleach, or jump off a building or do things they simply could not, such as fly or lift a car over their head. You could demand the same guard to grant you access to secured places or deliver a scathing message to their employer, and so on.
•• Shatter Tablets, Seize Crowns (Annua-Specific)
Upon defeating someone in an obvious contest that they have openly or tacitly agreed to, you may claim one of their honors, positions, or possessions as your own. Until they surrender it to you, they suffer a Complication equal to your Tyrant rank on related actions — driving their illicitly kept car, managing the business that ought to be yours, and so on. If not bought off, characters gossip about the target as a sore loser, cheater, or deal breaker, souring attitudes and atmospheres with every action.
•• Solipsistic Disdain
Once per scene, you may spend Momentum to ignore an attack against your person, refusing to acknowledge its existence and becoming utterly unaffected by any of its effects. If this was in response to an ambush or surprise attack, you may use this Knack without spending Momentum and may use it one more time during the Scene.
•• Squirming Masses
When attempting to inflict fear or coerce obedience on a huge Scale, such as cowing an army or demanding the labor of an entire country, imbue, rather than spend, a point of Legend to invoke your Legendary Title as a Feat of Scale.
•• Survey the Empire
You may take a Leadership + Cunning action to get a sense of the morale, disposition, and needs of anyone below your Tier who is loyal to you or subject to your authority — deifans, worshippers, employees, goons, etc. You gain 1 Leadership Scale to influence them, and you may spend 1 Momentum to fully inhabit the senses of one of these chosen characters for the scene.
•• The Fear
The fear and terror you cause is absolute, even affecting targets that would normally be unable to feel fear such as unintelligent constructs or inanimate objects. Trivial opponents are unable to target you with physical attacks or other actions to hinder you, barring outside supernatural means, and you may inflict Attitudes of fear or similar emotions on normally invalid targets, such as “fearless skeleton warriors” or “that wall.” Lower Tier foes must succeed at an Integrity + Composure or Resolve or most relevant dice pool rollto affect you, which counts as a normal action in action-adventure play. Foes protected against fear by supernatural means may make a Clash of Wills roll to oppose your ability to create dread.
•• Tools of Tyranny
Intrigue actions or physical attacks made by your sworn subordinates (including followers or beasts) against targets with an Attitude of fear towards you or in an atmosphere of fear gain Enhancement +1. If you’re present, intrigue actions benefitting from this Knack resolve an additional Milestone on a success, while physical attacks gain the Brutal tag.
•• Under My Thumb
Sometimes you need to remind those beneath you who’s really in charge. When exerting control over another, imbue instead of spending a Legend to invoke your Legendary Title on actions involving coercion, force, or manipulation to get a target to follow your command.
•• Wicked Industry
When crafting, you may always count “the toil of desperate servants” and “dire plots planned in darkness” as Milestones.
Warrior Heroic
• Bass Breaker
You can use your voice as a weapon with the Bashing, Loud, Ranged, and Piercing tags, rolling your performing dice pool (p. 4) to attack. If you have the means to amplify your voice — whether mundane or mystic — you can spend 1 Momentum to grant it the Shockwave tag for one attack
• Close the Gap
The first time you make a combat movement roll, make a Knack Skill roll instead. Spend successes on the following Stunts for the rest of the fight:
- Charge! (1s): You make the Rush action without needing to make an opposed roll. This is negation is limited by the rules for applying Knack abilities — i.e. you may not apply it to anyone two Tiers higher than you.
- Inescapable (1s): Opponents of a lower Tier than you who are engaged with you in combat may not make the Disengage action. You must spend a success on this Stunt each time a different opponent would try to escape you, but only need to apply it once per target.
- Sure-footed (1s): Apply this Stunt to a combat movement action; Difficult terrain does not apply to this movement.
• Death by Teacup
When you use an improvised weapon, it becomes as deadly as anything designed for the job. It takes on the profile of any existing weapon of a similar size or shape: A teacup becomes brass knuckles or a punch dagger; a shard of glass becomes a knife; a thrown shoe becomes a throwing hatchet, etc. It must appropriately fit something of a similar size and shape, as described in the examples listed. This benefit lasts until you no longer hold the object, or until it breaks, or until you are no longer using the object with any Warrior Skill — whichever comes first. In the case of thrown objects, the benefit extends until impact. A hurled shoe strikes with the force of a tomahawk and then becomes ordinary footwear when it hits the ground. This is compatible with Master of Weapons, though still adheres to the set limitations.
• Enhanced Impact
Whenever you successfully deal Injury with your Knack Skill, you also knock the target back one range band. This does not do any extra damage, but can put someone in a tight spot.
• Feat of Arms
When you successfully attack an enemy, spend Momentum; create additional Enhancement equal to your Warrior rating to spend on all non-Inflict Injury or Critical/Critical Hit stunts.
• Fog of War
This Knack is the embodiment of the maxim all warfare is based in deception. As long as you choose not to take any other action, you may channel the chaos and unpredictability of battle as a weapon. Make a Knack Skill roll, with 1 Enhancement. The successes apply a Complication to all enemy combatants within Long range. Failure to buy off this Complication causes any successful action to impact the wrong target: shots hit the wrong person, medical aid is administered to the healthy, and inspiring speeches are delivered to the enemy. The Storyguide should determine how detrimental the new target is based on how much of the Complication was bought off.
• Legendary Wrestler
You might be trained in an ancient style in homage of the Gods, or you just revel in the physical struggle of grappling. Regardless, when you attempt any grappling Stunts (Scion: Origin p. 117) you gain 1 Enhancement before your roll.
• Master of Weapons
At the beginning of the session, choose one of your weapons to be your favored weapon. When you use your favored weapon, add a number of additional Tag points to it up to your Warrior Calling. These do not have to fit the weapon’s existing profile: A sword can be made to strike at Far range, for example. Spend Momentum to switch the benefit to another weapon. Negative cost Tags cannot be purchased with this Knack.
• Maze of Steel
Spend Momentum. You gain the Condition “Counterattack.” Enemies who attack you or characters you protect in the same range band suffer from Complication with a rating equal to your Warrior rating. If unresolved, they suffer 1 damage. “Counterattack” resolves at the end of your Warrior rating in turns.
• Sheer Brutality
Through decisive action you strike before your opponent, hard and without mercy. Some may see you as a bully, but you feel that the greatest defense is a great offense. Whenever you attack a character who has not yet acted in the current combat, you gain 1 Enhancement and the 9-again quality. If the target of your attack is a trivial character, you can defeat them without a roll. This Knack can benefit surprise attacks — the opponent need not know a fight is coming. If your target attempts to use a Knack or Boon to react to you, they must succeed in a Clash of Wills.
The weapon inflicts massive damage. Reduce the number of hits required to purchase the Critical Trick by 1.
• Tempered
When you wear no armor, you are considered to have the Armored (Soft) Tag. This benefit stacks with the increased difficulty of the inflict damage Stunt granted by any other armor you wear when you fight lesser foes (minor characters, or anyone a Tier lower than you).
• The Biggest Threat
When you make a show of force or intimidate your enemy, make a Knack Skill roll. On a success, the target must focus its efforts on dealing with you first, suffering +2 Difficulty to attack anyone else.
• The Perfect Soldier
While other warriors fight for reasons ranging from revenge, to glory, to sheer rage, a Soldier is a tool, part of a machine of warfare and violence. So long as you fight as part of a defined unit and are following the orders of a clear and direct superior, you receive 8-again on all rolls to accomplish whatever mission you have been assigned. While this will most often apply to Athletics, Close Combat, and Firearms actions, it can also be broader, depending on the mission objective. Attempts to sabotage or gain intelligence could benefit from Technology, and a rescue mission might allow for Medicine or even Empathy.
• Trick Shot
When showing off with a ranged weapon, convert any additional Difficulty imposed because of your showmanship into Enhancement instead which may be spent on any Ranged Attack Stunt besides Inflict Damage. This applies before your roll.
• Trimarkisia (Nemetondevos specific)
Make a Knack Skill roll and gain temporary dots of the Followers Birthright (Scion: Hero, p. 203) equal to successes rolled, to a maximum of Followers 5. This repesents your foresight in coordinating auxiliary forces and finding or recruiting backup whenever you need it. These Followers have the Heavy archetype and gain tags in the following order as their rating increases: Tough, Group, Knack (The Biggest Threat; Scion: Hero, p. 235), Savage, Mob
• Twist the Knife
You know just where to strike to make pain explode through your enemy. When your enemies have one or more Injury Conditions, your character gains access to the following Stunt:
- Painful Blow (3 successes): Increase the penalty imposed by the target’s Injury Conditions by 1 to a maximum of 2. Against Antagonists, impose a +1 Diffculty to all their actions.
Warrior Immortal
•• Army of One
When you fight outnumbered, you do not take any penalties or increased difficulty that being outnumbered would cause. You gain half your Legend, round up as an Enhancement to all attacks so long as there are more opponents present than you and your band. When fighting a greater force as a Feat of Scale, invoke your Legendary Title and imbue Legend instead of spending it.
•• Deterrence Policy
Sometimes, the better you are at violence the less you need to use it, especially when your legendary reputation comes into play. Once per scene, Imbue for Scale to intimidate any opponent into backing down from a physical altercation.
•• Divine Duel
Once per scene, you may Imbue for Scale to fight a single opponent in a one-on-one battle. While bandmates and allies can offer magical help, for this Knack to be applicable any direct attacks must be limited to the two combatants.
•• Eternities Barracks
Blood, sweat, and effort suffuse the places you prepare for war, calling for other heroes to rise to the call of battle. Imbue Legend to consecrate a training ground, mustering field, barracks, or other place of martial training. Those readying for conflict benefit from additional Scale for confronting impossible odds or epic foes. This may create a Realm Condition that reduces the cost for Epic Dexterity, Epic Strength, or War Divine Rule actions taken through it by 1.
•• Gigantocide
Commit Legend rather than spending Legend when you oppose an enormous Foe as Feat of Scale. If they possess segments (p. XX) the first time in a turn you take out a segment, immediately take out an additional segment. If they count as a Goliath (Scion: Demigod p. XX), the first time you overcome a Milestone, immediately overcome an additional Milestone.
•• Hurl to the Moon
Imbue a point of Legend instead of spending Legend to lift and throw objects with a Size rating higher than yours when performing a brute force Feat of Scale. Objects thrown this way can also be hurled to medium range. Outside of throwing a huge object, this Knack allows you to make all Thrown attacks at long range, regardless of the range tag on any weapon. You roll the attack as a normal for Thrown.
•• No Further
The Field you are fighting in becomes divine territory. Attacks against your enemies make while in divine territory suffer from the Complication “Exposed” with a rating equal to your Warrior rating. If unresolved, they suffer the unresolved rating as an equal amount of the “Imperiled” condition.
•• Not Like This (Æsir-Specific)
If an attack would give you a Maimed-or-higher Injury Condition, but does not line up with your destined fate, spend a point of Momentum to ignore the damage. However, whether this Knack is activated or not, the first time in an arc when an attack does fall under your fate, take the injury as a persistent condition and add one point to the Tension pool. This injury condition does not count toward your health boxes.If an attack would give you a Maimed-or-higher Injury Condition, but does not line up with your destined fate, spend a point of Momentum to ignore the damage. However, whether this Knack is activated or not, the first time in an arc when an attack does fall under your fate, take the injury as a persistent condition and add one point to the Tension pool. This injury condition does not count toward your health boxes.
•• One-Hitter Quitter
One punch from you puts opponents on their backs. Make a Knack Skill roll when striking an SGC. On a success, knock prone an opponent of a lower Tier, stunning them for a number of rounds equal to your Warrior dots. Opponents of equal or higher tier contest with Legend + Stamina vs. your Legend + Strength
•• Pain for Pleasure
When you have someone at your mercy, either tied up or unconscious, you can inflict an Injury Condition on them to boost your Band’s morale. Everyone in the band gains +2 Enhancement to their actions for the rest of the scene. If the Injury Condition renders them Taken Out, gain +3 Enhancement instead.
•• Path of Blades
To approach you in battle is to court death. Spend Momentum. When an enemy attacks you they suffer Complication equal to your Warrior rating. They suffer any unresolved value as the Imperiled Condition.
•• Perfect Defense
Once per fight, declare that an attack made against you by an enemy of the same Tier or lower does not affect you in any way. To do this a second time, spend Momentum. This may not be used more than twice a fight.
•• Punch the Problem
Whether shooting a traffic light, solving a complex knot by cutting it in half, or punching a jukebox to play your lover’s favorite song, you are able to solve a non-violent problem with violence. Once per session, you may substitute any dice roll with your favorite attack roll, along with any of its usual Enhancements. Good Fight!: Legendary friendships are forged in heated battles. Once per arc, if you win a one-on-one battle where you take at least two injury conditions, you may choose to Fatebind your opponent as a BOON COMPANION. Only one character may be Fatebound as such at a time, but they do not count against your maximum number of Fatebinding conditions. The strength of the Fatebinding is equal to your dots in the Warrior Calling, and this companion alone may be invoked twice in a session for aid.
•• Red Handed
When you Take Out a character, you may immediately heal all your -0 and one -1 Injury Conditions. If they’re not a trivial character, you gain the higher of Enhancement 1 or your Legend on your next action. If they are of equal or higher-tier, you may regain Legend once per scene.
•• Size Them Up
This isn’t your first rodeo. Once per session, you may look at a single antagonist and immediately know their Qualities, Flairs, and what abilities constitute their pools.
•• The Heavy End of the Hammer
Your blows send enemies reeling, leaving them unprepared for what’s to come. You gain access to the following Stunt:
- Batter (Variable): For every success spent on this Stunt, the target gains a point of Imperiled at the end of your action.
•• The Riastradh (Tuatha-Specific)
Like Cuchulain, you have mastered the horrifying “warp spasm.” Once per session, you may imbue a Legend point to frenzy yourself into the Riadstradh Condition as a Simple action. If you break a geis under the Condition, it resolves immediately and the legend becomes spent.
•• They’re Everywhere
The Field you are fighting in becomes divine territory. When an enemy enters divine territory, you have the option to make one attack against them, regardless of which range band they have entered and which may not be boosted by any Knacks that allow you to make extra attacks. You use this ability even if you have already taken your action this round and may do so no matter how many enemies enter your divine territory, but you may only make one attack per enemy.
•• Vanquish
Once per session, you may declare a deadly blow against an opponent. They must choose: either immediately suffer Imperiled at your Warrior rating, or their Defense counts as 0 against this attack. Characters whose defenses already count as 0 may not select the latter option.
•• Your Fate Is Sealed (Tengri-Specific)
When a warrior of the Tengri truly needs to kill their enemy, they pronounce the fate of a weapon’s blow. They might tell an arrow that its Fate is to pierce the enemy’s brain, tell their sword that its Fate is to slay or even inform their fists that their Fate is to seize the heart of the foe. You may call on this power whenever you would gain Legend from a Fatebinding. Instead of gaining that Legend, you may select a single foe present in the scene and pronounce their Fate to your weapons. For the rest of the scene, that foe cannot get any defensive benefits from Tension spending whatsoever.