Warrior Knacks
The most direct of the Callings. Warrior Knacks make you a master of weapons and a crusher of foes. Warrior Knacks are driven by the concepts of conflict and violence.
Some Warrior Knacks reference the Imperiled Condition.
Imperiled: An Imperiled character reduces their Defense and the cost of the Critical/Critical Hit stunts by its rating; Imperiled reduces by 1 every time they take damage, and resolves at 0. Imperiled specifically can reduce an affected character’s Defense to 0.
Warrior Knacks Master
Warrior Heroic
• Bass Breaker
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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
• 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.
Brutal
The weapon inflicts massive damage. Reduce the number of hits required to purchase the Critical Trick by 1.
• Tempered
• 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
• 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
• 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
• 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)
• 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
• 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
•• 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
•• 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
•• 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
•• 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
•• 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
•• 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
•• 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)
•• 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-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
•• 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
•• 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
•• 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
•• 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
•• 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
•• 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
•• 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)
•• 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
•• 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
•• 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)
•• 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.
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