by elanya 06/11/10, 01:29 pm
Special abilities!
Knacks:
Lightning Sprinter:
The Scion is a lightning bolt on two legs, zooming past in a blur, trailing leaves or grit or loose debris from the ground he’s already covered. This Knack doubles the amount of distance he can cover in a Dash action, after calculating the new Dash distance based on his Epic Dexterity. What’s more, it negates the movement penalties a character should accrue for dashing through water or mud that is from between ankle- to shoulder- height in depth as long as A.) the character began his Dash action on terrain with no such penalty, and B.) the character continues to perform consecutive Dash actions. As long as he keeps dashing, his feet skim the surface of the water or muck like a skipping stone. If he should slow down or stop, however, he sinks into the sucking terrain to suffer the normal penalties. Activating this Knack costs one point of Legend
Holy Fortitude:
The character is the epitome of the holy ascetic. The periods for which she is able to go without food, water and sleep all double. The amount of time she is able to work at a strenuous task without stopping also doubles.
Solipsistic Well-Being:
The philosophy of solipsism holds that only the self exists. Accordingly, if a solipsist isn’t aware of something, that something doesn’t exist. With this Knack, a Scion applies this odd philosophy to damage that surprises her. For a single attack that the Scion doesn’t see, hear or otherwise perceive coming, the Scion can spend a point of Legend and a point of Willpower to completely ignore it as if it never happened (thereby suffering no damage from it). Of course the attack does actually happen—any ammunition used is spent, onlookers might be covered with the Scion’s blood, the would-be assassin might be standing right there holding a dripping knife—but such concerns are immaterial to the Scion victim. The Scion can use this Knack only once per scene.
Fast Learner:
By buckling down and intently studying certain subjects, the Scion internalizes them in a fraction of the time it would take a lesser intellect. In so doing, he cuts the experience point cost for purchasing dots in Academics, Medicine, Occult, Politics or Science in half, rounding up.
Math Genius:
The Scion is a walking, talking calculator. She can divide up a 10-party restaurant bill so everyone pays only what they owe or calculate the standard deviation of oil prices over the last 15 years, all while holding an intense conversation about whether Republicans or Democrats are worse tippers. As long as she knows all the figures involved, she can crunch the numbers in her head with only a moment’s pause. She can also use mathematical shorthand and rapid calculation to estimate things like how many jellybeans are in a glass jar at the State Fair or how many titanspawn-possessed Civil War re-enactors are currently rushing toward her across the picnic grounds.
Unfailing Recognition:
The Scion can automatically recognize any people to whom she is Fatebound. She can pick their faces out of a crowd with just a glance. She can recognize their voices despite electronic distortion or overpowering background noise. She knows their scents and their body language and even the exact feel of the way they shake hands. She can also recognize an imposter when someone tries to mimic the voice or appearance of someone to whom she is Fatebound. Recognizing others is not quite as easy. If, when a Scion encounters a character to whom she is not Fatebound, she makes a concerted effort to try to remember that character’s looks and mannerisms, the player may spend a point of Willpower to lock that image in the Scion’s mind. After that, she retains the ability to recognize him despite all obfuscation for the rest of the story as if they two were Fatebound. Thereafter, the Scion loses any supernatural ability she had to recognize that character. (She doesn’t forget what the character looks like, mind you. It’s just that the Knack no longer applies to that person.) The timing of when the Scion recognizes a person is entirely up to the Storyteller as dictated by the needs of the story. If the private investigator who’s been dogging the Scion’s heels tries to slink up to the character in disguise at a crowded charity fund-raiser, the Scion might see the gumshoe coming a mile away (even despite the fake beard, the fat suit, the spray-on tan and the sex change). If a Scion of Loki who’s a rival to a player’s Scion of Anubis arrives in disguise to deliver a cryptic warning, the Scion of Anubis might not recognize her old foe until the trickster disappears with a wink behind the elevator’s closing doors. Finally, as a side effect of this Knack, a Scion can always recognize when someone who is not in disguise is biologically related to a person she knows well (regardless of whether that person is Fatebound to her). She cannot intuitively grasp what that relationship is, but she knows it’s there—even if the person in question doesn’t.
Boons:
Magic: see Spells
Mystery:
Dice Pool: Intelligence + Mystery
To use this Purview, the Scion clears her head and looks at the World around her without analysis or expectation. Based on what she sees, the character makes heretofore-denied intuitive leaps of logic as objects in the World around her spark off subconscious connections. The player then rolls her character’s (Intelligence + Mystery), without adding bonus successes from Epic Intelligence. The player may then ask her Storyteller pointed, specific questions about various events that have occurred in game—one question per success on the roll. The Storyteller need not expound upon his answers (they can be quite terse and to the point, in fact), but he must answer them as honestly and directly as he can.
Using this Purview cannot reveal facts about things that will happen in the future, nor can a character use it to gain insight into events that don’t concern either her or the members of her heroic Band. The player can use this effect to gain knowledge only once per story. She can reroll a failed roll until she gets a success, but on a botch she gets no information and she cannot use Mystery again until the next story.
Technology 1 : Alternate Senses:
Dice Pool: Perception + Science
Cost: None
Scions with this Boon may steal the sensory aptitude of multiple modern sensory apparatuses (spellcheck tells me that is correct, but I may choose to disbelieve). With a successful activation roll, the Scion may attune his senses to receive and interpret any sort of electromagnetic waves, ultrasonic vibrations, even information signals like wireless internet or cellular phones. Each different sensation requires a separate activation roll, and only one type of information may be processed at once.
Spells:
Call Me:
*Call Me
Roll: Wits+presence?
Cost: 1 legend?
You tweak the threads of fate in your favour, organizing your own minor act of serendipity. You can use this spell to have someone contact you - number of successes determines how quickly they act. Medium of contact is left to fate - maybe they call, maybe they email, maybe they just happen to drop in! In any case, you are sure to get the message. If the target is completely unable to reply (can't run into a random friendly sherpa with a sat phone, are tied up and unconscious in villain's broom closet, or whatever), the spell fails, but the fatebond of the target to the caster increases from 1 to 2. Maybe *you* should go check on your contact
Difficulty of contacting people you don't know is reflected by number of successes needed, determined by GM at time of casting. Like, say, I could get Connie or Nils to call me pretty fast with one success if he is near a phone, but if I only got three successes to hear from the Prime Minister of Sweden, I might hear from an aide in a week or so?
Ariadne's Thread:
Dice Pool: Perception + Survival
Cost: 1 Legend
The caster declares a target (a person, place or thing) and can thenceforth unerringly track where that target has gone by following the perturbations he leaves in the threads of Fate. If the target is a place, the caster can always find his way back there, no matter how disoriented or lost he has become. This spell’s effect lasts for one day per success rolled, but it can be increased on a daily basis by spending one Legend point.
Bona Fortuna:
Dice Pool: Wits + Occult
Cost: 1 Legend
The caster calls upon Fortune for a good luck streak. Each success gives him one die that he can “spend” to add to any dice pool for any rolls he makes for the remainder of the scene. Once he spends all of his Bona Fortuna successes, they are gone; he must cast this spell again if he wants more. He can apportion multiple successes however he wishes, but the maximum Fortune dice he can add to any single roll cannot exceed half his Willpower score.
Last edited by elanya on 11/12/10, 12:37 am; edited 1 time in total