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scion2:rules:knacks

Knacks

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  • Knacks
    • Hero, p 223-236
  • Knacks stem from Callings
    • Heroic Knacks: Impressive displays of human ability
    • Immortal Knacks: Godly powers.
  • Knack Skills: ST+Player choose most appropriate skill to associate with each Knack.
    • Base on character's Legendary Title and Paths
    • As well as the Skill listed in the Calling section
  • Knack Skill Roll: (Skill chosen) + (Legend or Calling dots, whichever is higher)
  • Knacks are powered by spending Momentum from the communal pool (usually).
  • Knacks cannot be used on anyone 2 Tiers higher than you (unless stated)
  • Clash of Wills: resolved by opposed Knack Skill Roll
    • If no Knack skill applies, substitute Integrity

Any

Any Description
Aura of Greatness Choose one social skill (Leadership, Empathy, Persuasion). Add +2e bonus once per session to
Born to be Kings The first time each Scene that the character would add points to the Momentum pool, they instead add 2
Scent the Divine You may detect another Scion, God, Legendary Creature (etc) of a particular pantheon (implied Reflexive Action)
Somebody's Watching Me When in danger, their parent sends in reinforcements (two Mooks or one Professional) to assist. These allies leave at the end of the scene

Creator

Heroic Description
Innate Toolkit
Perfect Rendition
Reverse Engineer
Flawlessly Platonic Ideal
The Unlimited Quartermaster
We Go All Night
Wireless Interface
Immortal Description
Afternoon of Fortnights
Lifted From Dust
Raise the Pillars of the Earth
Touch of the Muses

Guardian

Heroic Description
A Fortress
A Purpose
A Sentinel
A Talisman
A Vigil
A Warning
Immortal Description
By Your Side
Eternal Guardian
Living Pillar
They Cannot Be Touched

Healer

Heroic Description
The Bare Minimum
Combat Medic
Damage Conversion
Doctor's Kit
Immunization Booster
Instant Diagnosis
Surgeon with the Hands of God
Immortal Description
Breath of Life
Internal Refinery
Panacea
Reconstruction

Hunter

Heroic Description
Apex Predator
Eyes in the Blinds
Internal Compass
Keen-Eyed Predator
Most Dangerous Prey
Silence in the Woods
Worrying Hound
Immortal Description
Always There
Perfect Camouflage
Relentless
Send the Pack

Judge

Heroic Description
Eye for an Eye
Indisputable Analysis
Lie Detector
Objection!
On the Case
Quick Study
The Truth Arises
Immortal Description
Bound by Oath
I Am the Law
The Pain of Dishonesty
Terror of the Guilty

Leader

Heroic Description
Captain of Industry
Cloak of Dread
Good Listener
Grand Entrance
Inspirational Aura
Lighthouse of Society
Perfect Poise
Immortal Description
Fearless Presence
Invulnerable Monster
Masterful Efficiency
Not Today, Friends

Liminal

Heroic Description
Beyond Memory
Complete Privacy
Experienced Traveler
Flatlander
Neither the Minute nor the Hour
Unerring Delivery
Unobtrusive Visitor
Immortal Description
Enforcing the Boundary
The Long Road to Anywhere
Pierce the Veil
Step Sideways

Lover

Heroic Description
Fluid Appeal
I am a Fire
Lover's Intuition
On Your Side
Not a Fighter
Perfect Partner
Soothing Presence
Immortal Description
Center of Attention
For You, I Will
Hearts Aflame
Lover's Oath

Sage

Heroic Description
Blockade of Reason
Master of the World
Palace of Memory
Presence of Magic
Office Hours
Omniglot Translation
Speed Reading
Immortal Description
Cipher
Eternal Genius
Immortal Mastermind
Otherworld Knowledge

Trickster

Heroic Description
Blather and Skite
In Sheep's Clothing
Light Fingered
Rumor Miller
Smoke and Mirrors
Takes One to Know One
Wasn't Me
Immortal Description
Doppelganger
One Man's Trash
Surprise!
Woven From Lies

Warrior

Heroic Description
The Biggest Threat On show of force or intimidate, roll Knack Skill. On success, the target must focus its efforts on dealing with you first, suffering +2 Difficulty to attack anyone else.
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. 1. Charge! (1s): You make a rush action without needing to make an opposed roll (limited by the Tier rule). 2. Inescapable (1s): Opponents of a lower Tier than you who are engaged with you in combat may not make a Disengage action. You must spend a success on this Stunt each time a different opponent would try to escape you but you only need to apply it once per target. 3. Sure-Footed (1s) Apply this Stunt to a combat movement action; Difficult Terrain does not apply to this movement.
Death by Teacup Improvised weapon turns into something appropriately sized that is a weapon and can be used as a weapon (dagger, brass knuckles, etc). This benefit lats 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 is first. A hurtled shoe strikes with the force of a tomahawk. Compatible with Master of Weapons.
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.
Master of Weapons At the beginning of the session, choose one of your weapons to be your favored weapon. When you use this 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 strike at range). Spend Momentum to switch the benefit to another weapon. Negative cost Tags cannot be purchased with this Knack.
Trick Shot When showing off with a ranged weapon, convert any Difficulty imposed because of showmanship into Enhancement instead which may be spent on any Ranged Attack Stunt besides Inflict Damage. This applies before your roll.
Tempered When you wear no armor, you are considered to have the Armored 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)
Immortal Description
Army of One No penalties or difficulty increases for fighting outnumbered. Gain half Legend (round up) as Enhancement bonus to all attacks so long as your band is outnumbered. When fighting a greater force as a Feat of Scale, invoke your Legendary Title and imbue Legend instead of spending it.
Hurl to the Moon Imbue a point of Legend instead of spending Legend to lift/throw objects with a Size rating higher than yours when performing a brute force Feat of Scale. Objects thrown this way can be hurled to Medium Range. All Thrown attacks become Long Range regardless of weapon. Roll the attack as normal for Thrown.
Perfect Defense Once per fight, declare that an attack made against you by an enemy of equal or lower Tier does not affect you. The second time, spend Momentum. This may not be used more than 2x per fight.
They're Everywhere The Field you are fighting in becomes divine territory. When an enemy enters, you have the option to make one attack against them regardless of range and which may not be boosted by any Knacks that allow you to make extra attacks. Use this ability even if you've already taken your action this round, and may do so no matter how many enemies enter your divine territory. Only one attack per enemy.
scion2/rules/knacks.txt · Last modified: 2018/11/19 02:06 by tara