Knacks

Epic Appearance

Proactive Wake

Cost: 1 Willpower
Duration:Scene
Prerequisite: None

Whether it's due to your rugged good looks or your terrifying demeanor, people just tend to stay out of your way. Characters without a Legend score can't step into your path without a very good reason - and even then they must spend a Willpower to render themselves immune for the scene. Such mundane folks won't approach you at a party, and crowds automatically part for you walk between them. This even works during rush-hour traffic. The cars go out of their way to leave an opening for you - no one wants to provoke your road rage. Ignore all DV and movement penalties caused by throngs of mundane mortals. This benefit extends to anyone following immediately after you - which is good when guiding friends through a crowd, but bad when trying to escape pursuit.

Rename the Rose

Cost: 1 Legend
Duration:Scene
Prerequisite: None

A scion with this knack can change their scent at will, masking it entirely or mimicking another's scent. Hiding the scent or disguising it as a mundane smell requires the expenditure of 1 legend point and lasts for the scene. It is foolproof unless opposed by supernatural perception, in which case the tie goes to the one witht he highest Legend. Should those be a tie, compare the user's epic appearance to the other's epic perception. Shoud there still be a tie, compare the user's Larceny to the other's Investigation. In the event that there is stilla tie, it is broken with a die roll. Attempting to mimic a specific creature's scent works the same way, but is never foolproof (and thus always opposed by Perception + Investigation). The change to a scion's scent lasts for the remainder of the scene, though any scent trails left behind fade at the normal rate.

Star Power

Cost: None
Duration: Constant
Prerequisite: None

Less than a minute after you get out of the water, your hair and clothes are dry. Bloodstains fade from your Italian suit in moments. You could crawl out of the crater at ground zero, and be ready for a debutante ball minutes later. Bullet-holes and rapier-pricks in your waitress uniform look as fashionable as this season's plunging neckline from a name designer. Your perm is as permanent as you'd like, and your 'do won't do anything you'd rather it didn't.

In short, nothing can stop you from looking hot for more than a scene. As soon as you're alone, or the camera cuts, your body and fashion returns to its beautiful apex. Mechanically, you are able to eliminate one dot of penalties to any social roll for each dot of Epic Appearance you have, provided such penalties are caused by stains, holes, wrinkles, or general disheveledness. This affect is free if you're alone and off-camera, but may be invoked on cue via a Speed:3 (DV-1, Diceless) action (representing straightening your collar, running a comb through your hair, or similar preening) and a point of Legend.

note: This knack was taken from r_b_bergstrom's blog.

Terrible as the Dawn

Cost:1 Legend
Duration:Until changed back
Prerequisite: None

Your dichotomous appearance renders you a living bisociation. Like Hel, Galadriel, or Dr Jeckyll, you can be riveting or horrific as you please. You are capable of transforming between the two as fits your whims. The default assumption is that you are beautiful or ugly, whichever you chose when you first took Epic Appearance. However, you also have another self-image that is superficially the opposite. The main benefit of this is that you can now freely take Epic Appearance knacks of both the beautiful or ugly varieties.

You must detail the other (previously hidden) appearance at the time you take this knack. Eye and skin color can change slightly, proportions and posture can alter, etc. However, it does not grant any other powers, and so your other form must still be human (unless you have some Boon that grants other options). The two versions of you are still thematically linked - average mortals wouldn't recognize you, but legendary creatures and trained investigators could identify both versions as being the same. Should it ever come down to a die roll, being transformed gives you +1 autosuccess at attempts to avoid recognition vs those who've only seen your other form.

You may transform into your other self at any time, by expending 1 Legend as a reactive diceless action.

note: This knack was taken from r_b_bergstrom's blog. The cost was changed to 1L and action changed to a reaction. should there be a large number of knacks this affects in the future instead of the current three, that might need to be readjusted.

Epic Charisma

Friends Everywhere

Cost: 1 Legend
Duration:Scene
Prerequisite: None

The Scion is so charismatic, he or she has friends everywhere. Once per scene, the character's player may spend a Legend to cause a (seemingly-random) NPC friend to enter the location. The storyteller is the final arbiter of who arrives and under what circumstances, but the NPC is generally always inclined to be helpful to the PC and at least useful in some minor or tangential fashion. The player can make a suggestion which NPC they'd like right now, but the GM is under no obligation to fulfill their request.

More often than not this should bring some existing fatebound NPC, typically a mortal. But, if the Storyteller feels so inclined, they can of course sometimes have friends of a supernatural nature show up, such as Followers or Guides. The GM can also improvise and introduce a new NPC, such as old high school chums or "your waitress from an off-camera scene two nights ago, you'd left her a really good tip and she remembers you".

You don't generally have to fear the GM using this to grease your NPC buddies or take them hostage before they can do anything. The summoned NPC has script immunity until the end of the scene or until they've done something useful or helpful (such as giving a clue or putting in a good word on your behalf), whichever comes first.

That said, only a sadistic or masochistic PC would use this knack in exceptionally dangerous places. If used in heart of a volcano, the NPC could start taking environmental damage as soon as they've served a beneficial purpose. If used in the villain's dungeon, the NPC might arrive as a fellow prisoner. If used in the underworld, you may find a ghost of a dead childhood friend shows up to help you. The Storyteller is encouraged to be clever.

note: This knack was taken from r_b_bergstrom's blog.

Icebreaker

Cost: None
Duration:Scene
Prerequisite: None The Scion is so charismatic, he or she

You tell the darnedest jokes. By sharing a brief witticism, strange or flirtatious comment, or a funny face, you can make any character smile, laugh, giggle, or blush in spite of themselves. Doing so costs you nothing, and is a reflexive action that affects equally anyone who sees or hears it. The content of the joke is irrelevant, all that matters is the moxie and chutzpah with which you deliver it. The effect lasts only a few seconds per use, and does not inflict mechanical penalties of any sort. For one willpower, you can make an individual "not get it" - in that case they alone react as they see fit, not necessarily as you directed

The most potent use of this knack is thus to create complicated situations by making someone react inappropriately in public, or make people feel self-conscious. Characters with Legend zero have no defense against this. Those with a Legend of 1 or higher may guard themselves against it after your first use. One willpower renders them immune for all future attempts for the rest of the scene. If they encounter you again in a later scene, they may spend a willpower as soon as they see or hear you.

This knack has other, more benign, uses as well. It can help to break the tension or establish yourself as a friendly fellow. If you use this in a way that leaves no one feeling left out, miffed or embarrassed (GM's call if that's debatable), it gives +1 die on all the social rolls you make for the remainder of this scene. This is not cumulative with itself - telling lots of jokes doesn't result in an ever-increasing die pool.

note: This knack was taken from r_b_bergstrom's blog.

Epic Intelligence

The Art of War

Cost: 2 Legend
Duration: Scene
Prerequisite: None

Prior to a battle which you have time to plan for, you may make an Intelligence + Command roll. Every two successes on this roll adds to a pool of dice which you may divide amongst your known allies for that fight. No ally may receive more dice than your dots of Epic Intelligence or their (Mundane Intelligence + dots of Epic Intelligence), whichever is lower. They may use these dice to affect a roll or rolls in the battle. Once used, the die is removed from their pool.

Knowing is Half the Battle

Cost: 1 Legend
Duration: Scene
Prerequisite: None

(aka Gun-fu Avoidance for those who have seen Equilibrium)

While most people struggle to stay alive by dodging or blocking the attacks they see coming, you ride the waves of probability to effortlessly sidestep attacks before they are made.

You may spend 1 Legend Point to use Intelligence in place of Dexterity when calculating defense and/or Science (Mathematics) in place of Athletics. Legend still factors into DDV normally, and a parrying weapon's Defense bonus still factors into PDV. This effect lasts for the entire scene.

In addition, if you have the Math Genius knack, you may have your Defensive Do-Overs last the entire scene, adding 1/2 your Legend to your DVs until the end of the battle.

Forewarned is Forearmed

Cost: 1 Legend
Duration: 1 Attack
Prerequisite:Knowing is Half the Battle

Your mastery of combat statistics enables you to sometimes go on the offensive. When your defensive maneuverings push your opponent off balance or leave him bewildered: you strike.

If an opponent misses you while you have Knowing is Half the Battle active and your next action is an attack on them, you may spend 1 Legend Point to take advantage of your calculations regarding where they will be. If you do so, your first attack against them uses Intelligence in place of Dexterity when calculating Accuracy and bonus successes. Unlike Knowing is Half the Battle, you must still possess the requisite combat ability; you may not use Science (Mathematics) in its place.

Epic Manipulation

Memetic Torture

Cost: 1 Legend
Duration: 1 Attack
Prerequisite:None

You are terribly good at creating catchy jingles or clever slang that stick in peoples minds. With the expenditure of a Legend point and a roll of your Manipulation + Art vs their Willpower + Integrity + Legend, you can stick a melody or catch-phrase in a person's subconscious. Over the next two weeks, they will hum that tune or use that catchphrase no fewer than (your Epic Manipulation Successes) times. To reduce the frequency, they must spend Willpower - each point removes a single instance from their required destiny.

What's more, if you use this power in a public forum (such as at a big party, in a post on a popular website, or on a call-in radio show) you may be able to make it stick in the local or national consciousness at the cost of a Legend and a Willpower.

It takes 10-30 successes to attach your meme to a specific group or subculture. 10 for all the neighborhood kids, 20 for a segment of alt culture, and 30 to affect everyone of a certain generation or political party within your city.

40 successes will make it a nation-wide manic flash-in-the-pan that eventually dies, like "Where's the Beef?" or dancing the Macarena.

50 successes will make it an accepted long-term part of an entire culture's lexicon. Famous examples of that last category include such notables as "one small step for man, one giant leap for mankind," made-up words such as "hello" and "blog", and the opening chord which starts A Hard Day's Night. (Admit it - you heard that chord the moment you read that.)

80 successes generates a memorable concept that will survive the death of the culture it is embedded in, such as the many conflicting and erroneous tales of the Trojan War.

Note that sticking a jingle or catchphrase in someone's head does not automatically make them understand it, believe it, or agree with it. It's just catchy, not illuminating.

note: This knack was taken from r_b_bergstrom's blog.

Epic Perception

Flexible Acuity

Cost: 1 Legend
Duration: The Scene
Prerequisite: Telescopic Senses

This knack allows the character to bend her perceptions as if they were a opposable limb. For instance, the Scion could bend her sight in order to look under a door and then look around a corner in that same room. When combined with other special abilities, such as Night Eyes from the Darkness purview, she could even go so far as to read the registration number off of someone's drivers license that's inside a wallet as it sits in someone's back pocket without them knowing. She wouldn't, however, be able to use it to see through something solid or sealed off such as an air-tick safe. There must be at least a tiny opening that the Scion's senses can pass through.

The use this knack the character must choose one of the fives senses and spend a legend point. For the remainder of the scene the Scion can instantaneously maneuver that sense into any location up to a number of yards away equal to the sum of her (Perception + Awareness + Legend) dice pool and experience it as if she were physically there. The character's point of sense literally leaves their person when this happens so she must move the sense back to her body in order to use the sense normally.

See the Source

Cost: None
Duration: Constant
Prerequisite: Unfailing Recognition

Your ability to recognize others now extends into the supernatural. Every supernatural being from Scion to Titan bears a mark of their heritage somewhere, and you have learned to pierce the veil of perception to find these traces.

Merely viewing a supernatural being is enough to recognize that they are not a part of the mortal world. You may see the wispy shadows trailing behind a demon of darkness, or the spiritual death mask of a Scion of Baron Samedi. But whatever aspect the evidence takes, you recognize it immediately as a mark of power.

In addition, you may roll Intelligence + Occult to translate the visual representation to knowledge about the source of the character's power. For instance, you may look across a crowded diner and see a woman with cat's eyes. She is plainly supernatural, but only a successful Intelligence + Occult roll will tell you that she is a Scion of Bast, not a lycanthrope or child of Tiger. The difficulty for this roll is 5 - the target's Legend (minimum of 1). The more well known someone is, the easier they are to recognize.

If you score a Legendary success (5 or more above the difficulty) you not only recognize the source of their supernatural power, but will learn one or more abilities they are most likely to possess because of that heritage. For instance, if the Scion of Bast were recognized with 7 successes over the target number, you may see the fluidity of movement in the way she eats as a sign of Epic Dexterity, and the roundness of her face and eyes as a signal that she may possess some knowledge of the Moon purview.

Sense Weakness

Cost: None
Duration: Constant
Prerequisite: None

Your senses are finely honed for combat, and you may automatically sense the best spots to land your shots. When using a ranged weapon you may add Epic Perception to your damage. If the weapon normally allows the use of Strength, this is in place of Epic Strength, not in addition to it.