Okay, folks, this is what I've got - open to tweaks and suggestions!
This purview is based on the idea that being intoxicated affects how you perceive and interact with the real world. As such, it requires the user to be *actually* intoxicated for the boons to work. Wile most of these are named after alcohol, other intoxicants are also viable options.
* Beer Goggles
Cost: 1 willpower
Roll: Perception + Awareness
Duration: scene
This power allows the Intoxicated Scion to see things not visible to the unawakened eye. They can discern objects and people that are marked by fate (one success), perceive and interact with hidden elements such as spirits of various types (3 successes), and possibly even grasp glimpses of the future (6 successes + and/or Gm's discretion). This does not allow the scion to necessarily perceive *connections* between fatemarked people, places, and objects, of gauge their strengths, and the Scion may not be aware that they are perceiving something that is invisible to others. Because that's hilarious.
** I _____ better when I've had a few
Cost: 1 willpower, 1 legend
Roll: Charisma + Integrity
Duration: until used, or until sobriety is reinstated
For some people, intoxicants act as a social lubricant, giving them a boost of self confidence, or helping them relax just enough to let their talents flow a little more freely. For the intoxicated Scion, this effect is amplified. They gain a dice pool equal to their successes, which they can spend on any roll made while still intoxicated. This dice pool must be exhausted before the boon can be reactivated. If the Scion sobers up, willingly or otherwise, the dice pool is lost.
*** I Drank Myself Invincible!
Cost: 1 willpower, 1 legend
Roll: Wits + Fortitude
Duration: combat or scene (whichever ends first)
Irish whiskey, Pictish woad, PCP for those omnipresent gangbangers... It's been long acknowledged that intoxicants can raise the fighting spirit. In this case, a successful roll gives the Scion a temporary boost in combat, and they can translate their successes to either temporary points of strength or temporary wound levels/hit points/whatever they are called in this system as a cost of 2 for 1 (minimum 1).
This purview is based on the idea that being intoxicated affects how you perceive and interact with the real world. As such, it requires the user to be *actually* intoxicated for the boons to work. Wile most of these are named after alcohol, other intoxicants are also viable options.
* Beer Goggles
Cost: 1 willpower
Roll: Perception + Awareness
Duration: scene
This power allows the Intoxicated Scion to see things not visible to the unawakened eye. They can discern objects and people that are marked by fate (one success), perceive and interact with hidden elements such as spirits of various types (3 successes), and possibly even grasp glimpses of the future (6 successes + and/or Gm's discretion). This does not allow the scion to necessarily perceive *connections* between fatemarked people, places, and objects, of gauge their strengths, and the Scion may not be aware that they are perceiving something that is invisible to others. Because that's hilarious.
** I _____ better when I've had a few
Cost: 1 willpower, 1 legend
Roll: Charisma + Integrity
Duration: until used, or until sobriety is reinstated
For some people, intoxicants act as a social lubricant, giving them a boost of self confidence, or helping them relax just enough to let their talents flow a little more freely. For the intoxicated Scion, this effect is amplified. They gain a dice pool equal to their successes, which they can spend on any roll made while still intoxicated. This dice pool must be exhausted before the boon can be reactivated. If the Scion sobers up, willingly or otherwise, the dice pool is lost.
*** I Drank Myself Invincible!
Cost: 1 willpower, 1 legend
Roll: Wits + Fortitude
Duration: combat or scene (whichever ends first)
Irish whiskey, Pictish woad, PCP for those omnipresent gangbangers... It's been long acknowledged that intoxicants can raise the fighting spirit. In this case, a successful roll gives the Scion a temporary boost in combat, and they can translate their successes to either temporary points of strength or temporary wound levels/hit points/whatever they are called in this system as a cost of 2 for 1 (minimum 1).