Shepherd Knacks

Shepherd Knacks at the mortal level have the power to choose a Ward and support them, allowing them to shrug off wounds or effects that would otherwise be debilitating, or Fatebind them with others with relative ease. These Knacks operate on the concepts of allyship and aid. Your ward may be a bandmate, if that player and your Storyguide both agree, but under most circumstances, they will be a Storyguide character.

Shepherd Knacks Master

Shepherd Heroic

• A Friend to All

• 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

• 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

• 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

• 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

• 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

• 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

• 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

• 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

• 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

•• 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

•• 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

•• 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

•• 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

•• 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.

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