Stat | Name | Cost | Details |
Strength | Holy Bound | n/a | Double Horizontal and Vertical jumping distances |
Strength | Divine Bound | 10L | Converts the distance increment a character can jump from yards to hundreds of yards. i.e., can leap 100 yards straight up for every dot of (Strength + Athletics) plus the bonus number granted by Epic Strength. Can jump twice that length horizontally. If successfully attacked in flight and that attack inflicts enough damage to cause knockdown or knockback, leap turns into an uncontrolled fall. The player gets one chance per dot of Epic Strength to succeed on a (Dexterity + Athletics) roll. Upon success, lands safely. If fail, suffer damage relevant to falling from a great height. |
Dexterity | Trick Shot | n/a | Double bonus from aim action, ignore penalties to disarm opponent with ranged attack or mark opponent without causing damage (must take aim action to ignore penalties) |
Dexterity | And the Crowd Goes Wild | 1L | Athletics dice are considered to be automatic successes when rolling a dice pool that includes Athletics. Bonus dice granted by Arete are also counted as successes automatically if a point of Legend is spent. Values that derive from Athletics rating (such as Dodge DV or the feats of strength total) are not affected by this Knack, nor are any Boon activation rolls that might call for Athletics. |
Dexterity | Roll With It | 1L | In Step Six of attack resolution can spend one point of Legend and add value equal to dots in Epic Dexterity to any soak value she has that is above zero. |
Dexterity | Untouchable Opponent | 1L | Double benefit that Epic Dexterity dots add to Dodge DV. Also ignore an amount of DV penalties due to unstable terrain equal to Epic Dexterity dots. Only the normal Epic Dexterity bonus applies to the character’s Parry DV. Knack’s bonus to Dodge DV doesn’t apply if merely hiding behind cover or tucked in behind a scutum like a lowly turtle. Only if physically dodging the attacks coming their way does this Knack help them out. |
Stamina | Holy Fortitude | n/a | Double period for which she is able to go without food, water and sleep. The amount of time she is able to work at a strenuous task without stopping also doubles. |
Stamina | Divine Fortitude | n/a | Doubles the amount of time can work at a strenuous task once more after the prerequisite Knack doubles the base amount of time, itself modified by Epic Stamina ( days). No longer needs to sleep. |
Stamina | Inner Furnace | n/a | Can subsist on any organic substance they ingest. Can drink and survive on any source of water, no matter how polluted. Any pestilence or poison lurking in what they consume burns in the fires of their superior constitution, without even requiring a Fortitude roll. The same goes for drugs or poisons they ingest on purpose, or that someone might try to slip them. |
Stamina | Devourer | n/a | Never lack for sustenance. Any liquid that can exist at as a liquid at room temperature can sustain her as water sustains a mortal— even such distasteful liquids as gasoline, blood, pine-scented disinfectant or diet cola. The same goes for food. This Knack confers no special ability to chew up or tear off pieces of inorganic material, but anything small enough to swallow disappears down her gullet with no harmful effects and fuels her just as efficiently as normal food. |
Stamina | Inner Refinery | n/a | No poisons or toxins she’s exposed to, nor any diseases that mortal flesh might suffer effect her. In addition, can refine any poison, toxin or disease to which she is exposed into a single dose of an antidote for that substance or cure to that affliction. If she spits this antidote or cure out and administers it to an afflicted patient, it completely erases one dose or one exposure to the hazardous substance in the patient’s system. This treatment must be administered within one scene of the patient’s exposure, and within one action of when she refines the substance into a dose of its cure. The cure doesn’t heal damage from the exposure, but it purges it completely. Refining the deleterious material costs five Legend points per dose. |
Stamina | Self Healing | 1L | Spend a point of Legend to repair a single level of damage. That damage can be bashing or lethal, and the healing takes place in an instant without leaving a scar. |
Stamina | Body Armor (color: bluish-silver) | 1L | With the expenditure of a Legend point, a measure of the Scion’s ichor wells up from within and coats the Scion’s body. This coating hardens into a gleaming, metallic armor that’s no thicker than a hair’s breadth. This armor has a bashing and lethal soak equal to the character’s Legend, and it inflicts a mobility penalty of only -1. The ichor coating is thin enough to fit comfortably beneath one’s clothing, so it adds its protective value to that of any other armor the character might already be wearing. Natural armor from this Knack lasts for only one scene and disintegrates at the scene’s end. |
Stamina | Impenetrable | - | Upgrades Body Armor. Adds aggravated soak equal to half legend. Ignore piercing quality of any weapons and physical attacks that have it. Can extend armor sheathe around any article of clothing worn. |
Charisma | Girls Just Want to Have Fun | 1L | Get Out of Jail Free Card. Against someone with an equal Legend rating, player must roll (Charisma + Presence + Legend) against a roll of the potential victim’s (Willpower + Integrity + Legend). |
Perception | Telescopic Senses | n/a | Hear, see and smell things from much farther away than mortal senses do. If within the range at which the sound of someone’s voice can travel, can not only hear that voice, but follow its conversation as clearly as if they were participating. If a sniper is crouched high up on a ridge line within line of sight, the Scion can not only see them but also recognize them and count the notches on their rifle stock. If wandering in the woods and the wind brings him the distant scent of someone’s camp fire, can not only smell it but tell what kind of wood they’re burning, what brand of marshmallows they’re roasting and how long it’s been since they’ve had a good bath. |
Perception | Refined Palate | n/a | Exceptionally precise senses of taste and smell (as the latter enhances the former). With a faint sniff or a tentative taste, can figure out what ingredients compose a certain concoction, and in what proportions. Can also sniff out drugs or poisons that have been added to what she was about to wolf down, as well as detect airborne toxins by the way they make the air taste. Knack doesn’t tell what an ingredient is if not already familiar with it. Instead, Knack registers each component separately and provides an indication whether such components would be dangerous to consume. Also remembers the taste and smell of various ingredients she experiences so she can recognize and identify them if she’s exposed to them again. |
Perception | Broad Spectrum Reception | 1L | Can now perceive waves in the infrared and ultraviolet ends of the electromagnetic spectrum. Can see magnetic fields, hear electricity humming within insulated wires and detect ultrasonic vibrations. Can smell the free electrons of a radioactive substance. Can even feel television and radio waves, though can’t quite translate them into discrete pictures or sounds. The Scion must be actively searching for each sensation— attuning brain for this higher awareness and overlaying it on their mortal consciousness costs one point of Legend for the scene, but can switch between the various sensations freely during that time. |
Perception | Rareified EM Perception | 1L | Makes the basic electromagnetic perceptions that Broad Spectrum Reception allows part of normal perception. For a single Legend point, can refine these perceptions to an even sharper degree for a scene. Can listen to radio waves or cell phone signals as if she were an electronic receiver. Can watch a program carried on television signals she notices (or more if she has Parallel Attention) in her mind’s eye. |
Perception | Clairvoyance | 5L | If concentrating on a location in which at least a scene was spent in in the past, can see, hear or smell what’s happening there as if were standing in its exact center. While doing so, cannot see, hear or smell anything that’s happening around body. Can extend his sense of taste or touch to the range of his line of sight. (If have the Refined Palate Knack, can use it remotely.) The first part of this power can even work from one plane of existence to another, to any place the character has spent at least one scene. Observing something in a different plane triples the activation cost, however. |
Perception | Parallel Attention | 3L | Can divide attention equally between every source of input to which exposed, to the detriment of none. Could absorb and comprehend every conversation in a room. Could watch and follow every television program on the bank of monitors before them. By smell alone, could point out every flower in a flower shop with his closed. |
Intelligence | Cipher | n/a | Can break any encryption and decode any message created by someone without Epic Intelligence, without the need for a roll. Can also design a one-time code for a specific recipient that cannot be broken by anyone without Epic Intelligence (regardless of how smart such a person is or what decryption equipment they might have on hand). Only a fellow Scion with Epic Intelligence can even attempt to break the code—calling for opposed (Intelligence + Academics) rolls. The person for whom the coded message is intended can automatically read the message as clearly as if it were written in their native language. |
Intelligence | Language Mastery | n/a | Scion can understand any language spoken to them. After hearing a few sentences, can then speak that language back as if they grew up among native speakers. |
Intelligence | Instant Translation | n/a | Scion can understand anything said to them in any language the moment it is spoken. Also allows them to read any written language with which they aren't familiar, even if it’s written in characters that are completely alien to them. Can’t automatically write with perfect fluency in a new language they can speak or have read, but their written vocabulary is as broad as every word in that language that they have read. |
Wits | Instant Assessment | 1L per foe assessed | Reflexively determine whether a foe has more or fewer dots of Physical Attributes (Epic and otherwise) than the Scion does, their relative number of dots in Brawl, Marksmanship, Melee and Thrown, as well as their relative Join Battle dice pools and their soak totals. Also, get a sense if the foe especially is vulnerable or completely invulnerable to some power or special quality which the Scion has ready access. |
Wits | Eternal Vigilance | n/a | Never taken by surprise by unexpected attacks. Join battle as soon as the attack occurs, and apply full DV to defense. It doesn’t matter whether the attackers use supernatural means of concealment or not. Does not help Scion’s comrades. Scion reacts as the surprise occurs, but does so practically subconsciously and not in time to warn anyone else. Knack works even if asleep, though to a lesser extent. If Scion is sleeping and someone tries to spring an unexpected attack, roll full dice pool to notice the attack as if character were awake. If roll succeeds, the character wakes just in time to react to the attack, though still not in time to warn anyone else. |
Wits | Monkey in the Middle | n/a | Suffer no coordinated attack penalty or onslaught penalty. |