Knacks I could get:
Heroic Creator
Mortal Creator Knacks enhance your ability to craft, shape, and even destroy things. Creator Knacks are driven by the concepts of building and shaping. Keep in mind that the crafting rules don’t necessarily apply to material objects but to plans and other esoteric effects. Creator Knacks can apply to these as well — Reverse Engineer applies to computer code just as well as car engines.
Innate Toolkit: You are always able to work your craft, regardless of whether or not you have the appropriate tools available. When you use your bare hands to build or create something that would otherwise require special equipment, you suffer no penalty or any kind of Injury. For example: If you were to pound your bare fist against a railroad spike like a hammer or plunge your exposed fingers into a heated forge, you would not break bones or suffer burns.
- Perfect Rendition: You are a master artist, able to illustrate or recreate an image of a person, place, or object you have seen with photo-perfect clarity, allowing you to flawlessly identify suspects, create detailed maps, or forge signatures. You do this without needing to roll, and can recreate these things in scant instances. If something you observed has been obscured by a supernatural power, make a Clash of Wills.
- Reverse Engineer: When you take apart an object, you instantly gain an understanding of how to rebuild it, or create new versions.
- Flawlessly Platonic Ideal: When you work to improve an object, you make it as flawless as possible. When creating an object using this Knack, you may ignore up to your Creator dots (1) in points of Flaws. In combat, you can upgrade light cover to heavy cover by making a Knack Skill roll. If materials are available, you may also spend Momentum and use an action to transform items that would not normally be protective (stacks of newspaper, empty cardboard boxes, curtains, etc.) into light cover.
- The Unlimited Quatermaster: You never need to roll to acquire mundane crafting supplies, as you always know where and how to find them. Unless the item is exceedingly rare (or being blocked from access by a rival), you get what you need with little complication — this does not make materials cost less, or arrive any faster should they need to be transported to you. If someone or something is preventing you from acquiring materials, make a Clash of Wills.
- We Go All Night: When working on a creative project, you can work without ceasing for a number of days equal to your Creator Knack Skill. After this period, you must rest for a day before resuming your work.
- Wireless Interface: Electronic devices respond you without needing to touch them. They must be powered on and functional, but you can use a number of devices in the same Field as you equal to your Knack Skill with your hands free. If you try to do other things while communing with technology, you must make a mixed action roll.
Immortal Creator
- Afternoon of Fortnights: When you begin a creative project, spend Momentum and make a Knack Skill roll. For each success earned on this roll you decrease the amount of time required to work on the project by one unit. This is measured in either units of dramatic time (a project that would take a whole session can be downgraded to a scene) or in in-game units of time (years become months, months become weeks, etc.) whichever is more appropriate for the game’s approach.
- Lifted from Dust: When you work on a creative project that would cover a massive Scale (planning a city or designing a civilization), imbue a point of Legend, rather than spending, to invoke your legendary Title as a Feat of Scale.
- Raise the Pillars of the Earth: Make a Creator Skill roll. With any successes, you create a small building, structure, or monument in a matter of minutes, which grows from nothing but rocks and dirt. To raise a creation in a scant instant, spend Momentum.
- Touch of the Muses: When working on an artistic project, double the successes earned on each roll made by an artistic partner. You have the option to spend Momentum and lend this benefit to yourself.
Heroic Guardian
Mortal Guardian Knacks gift you with the vast fortitude and sharp senses, to better protect those you have sworn to guard. Guardian Knacks are driven by the concepts of durability and protection.
Guardian Knacks revolve around choosing a specific person to protect. When choosing who is worth of your divine protection, bear in mind that — unless they’ve completely neglected to invest in any sort of combat abilities — your bandmates do not need you to be the wall between them and your enemies. They should, for the most part, be able to handle that themselves. This is not to say that the Storyguide should forbid you from using these abilities on your bandmates, especially when it would be cool or dramatic, but that the intent is that a Guardian Scion protects those who are weaker than herself.
*A Fortress:At the start of a combat scene, roll your Knack Skill with 1 Enhancement. Gain the following Stunts which you may spend the resulting successes on, each time you successfully Defend (e.g. an attack targeting you does not hit).
- Get Out of Here (1s): A target you are protecting immediately makes the Disengage action.
- Second Wind (2s): Heal a −1 Injury you have taken, including Injuries sustained by your Armor.
- My Turn (1s) Make one additional attack action against an opponent that attacked your charge this round.
- A Purpose: Dedicate yourself to an ideal of your choosing (fight for love and justice, defend the weak, save the World from invasion). When you take action to defend this ideal, gain +1 Enhancement to all applicable rolls and to any Stunts you may have gained from Knacks.
- A Sentinel: Choose a person or group of trivial targets to be your charge. When you guard your charge, you both gain +1 Defense so long as you stay in the same range band. You also gain +1 Enhancement to rolls to keep track of or defend your charge.
- A Talisman: Bless an object (usually belonging to someone you wish to protect, but not required) and make a Knack Skill roll. If any successes are achieved, it then grants the bearer 2 Enhancement to rolls made to defend or protect against a particular person, thing, or situation as defined at the time of blessing. If you are making a talisman for your charge, this happens automatically without needing to roll.
- A Vigil: When you stand guard over a person, place, or thing, you do not need to eat or sleep so long as your vigil persists. This benefit extends so long as the protected target remains within your sight. You may do other things — talk, interact, move around, etc. — but must devote most of your time to keeping your vigil. You may only keep vigil over one thing at a time.
- A Warning: You sense the presence of danger before it emerges. Spend Momentum and double the successes on any roll to detect ambushes or to discern whether a person means harm. If you are protecting your charge, you do not need to pay the cost.
Immortal Guardian
- By Your Side: Spend a point of Momentum to move to be next to someone you are protecting in an instant, regardless of the distance between you. You receive an innate warning whenever this Knack would come into play. If you are protecting your charge, you do not need to pay the cost.
- Eternal Guardian: When you protect a person, place, or thing that can be measured with Scale (standing guard at the entrance of your pantheon’s afterlife, keeping a watchful eye on a city all night), imbue a point of Legend, rather than spending, to invoke your legendary Title as a Feat of Scale.
- Living Pillar: When you protect someone else with your body, you are immune to environmental hazards: The flames of a burning building do not scorch you, a landslide does not crush you, water cannot drown you, and so on. As long as you keep your charge close (within
arm’s reach), they benefit from the same immunity, but still need to eat, sleep, etc., so it’s best to leave a hazardous area as quickly as possible.
- They Cannot Be Touched: Spend a point of Momentum and designate one person to be immune to all source of damage until the end of the session. This only applies if the character is someone you have a Bond with, or is of a lower Tier. If a target does not need to be protected (such as your best friend, the Warrior-Calling Scion), this Knack does not apply.
Heroic Hunter
At the Mortal level, Hunter Knacks improve your ability to pursue and track a target and avoid detection when on the hunt. Hunter Knacks are driven by the concepts of pursuit and perception.
Like Creator Knacks, Hunter Knacks do not need a literal stalked target. Figurative stalking — be it chasing down a malevolent kami hidden in construction blueprints or pursuing a black hat hacker through a mainframe. So long as there is opposition, it’s sufficient for Hunters to pursue.
*Apex Predator: When a target of lower Tier who you have been pursuing attacks you or otherwise attempts to hunt you in return, increase the difficulty of all Stunts they apply against you by 1. If this target is your quarry, increase it by an additional +1.
- Eyes in the Blinds: Spend Momentum to invest a fraction of your power into a small token (a coin, a figurine, dice, an arrowhead, etc.). Place this token anywhere in a Field you are aware of, and for as long as it remains in place you have the power to observe the goings-on in the Field as if you were present. This lasts for the duration of a day in-game time, or for a session of play, whichever is longer. You do not have to deliver the token yourself, and may send an ally or animal companion to deliver it instead. If the token is destroyed or otherwise removed from the Field, the effect ends. The Difficulty to notice the token is equal to your Hunter Calling dots.
- Internal Compass: You always know your precise direction — whether that be navigating while on foot or driving a car, or working your way out of a petty God’s labyrinthine prison. You do not ever have to roll to navigate somewhere, or to find your way out of being lost. If you are entrapped in a magical maze, make a Clash of Wills with 2 Enhancement.
- Keen-Eyed Predator: When you enter a Field, you extend your senses to determine what might await you. Ask one question from the following list for free. You may roll your Knack Skill and spend one success per additional question. The Storyguide must answer these questions honestly:
- What kinds of hazards (such as terrain) are present?
- Where is the nearest exit?
- Where is the safest way in?
- How many hostile enemies are present?
- Who (or what) is the biggest threat?
- Most Dangerous Prey: Choose an enemy to be your quarry. When you pursue your quarry, gain Enhancement 1 to all rolls made against the target (including attack rolls) until the end of the session or until you catch them, whichever comes first. You gain access to the following Stunts, which may be applied to any attack action made against your quarry:
- Stalk (1s): After resolving your attack, spend a success to take an additional Move action.
- Snare (any successes above Defense): You trap the target in place. They may not make Move, Rush, or Disengage actions. To end the effect, the target must make Athletics + Dexterity rolls vs. your Knack Skill until they succeed or until you choose to end it, whichever comes first.
- Silence in the Woods: When pursuing a target, you make no noise at all, adding +2 Enhancement to avoid detection based on hearing/sound (including things that can perceive vibrations without specifically hearing) and to set up ambushes. This Enhancement applies before you roll. Recording equipment is also unable to pick up your sound.
- Worrying Hound: While pursuing a target, you do not face any increase in difficulty to track down your target, even if they were to take flight, hide in a body of water, or attempt to disappear into the back alleys of a crowded city. You always have some idea of where your target has gone, and gain +1 Enhancement to keep up with him and to apply any Stunts you may have access to from Hunter Knacks. When you hunt your quarry, add another +1 Enhancement.
Immortal Hunter
- Always There: Anyone of a lower Tier cannot escape you. You always find them and can always track them down no matter how far they go.
- Perfect Camouflage: You blend in seamlessly with your surroundings, granting +3 Enhancement to avoid notice by the person you are pursuing, which applies before you roll. Targets of a lower Tier simply cannot spot you. Gain access to the following Stunt:
- Vanish (successes equal to the target’s Composure): After resolving an attack, you vanish from the target’s line of sight. They may not target you with any action until the start of your next turn.
- Relentless: When you pursue or hunt a target on a massive Scale or of great Size (chasing your target across dimensions, hunting a mountain-sized titanspawn), imbue a point of Legend, rather than spending, to invoke your legendary Title as a Feat of Scale.
- Send the Pack: Make a Knack Skill roll. On a success, designate a target that you can see with unaided sight. Friendly characters you designate up to your Legend can pursue them without ceasing and at no increased difficulty.
Boons
Epic Dexterity
This Purview defines the prowess of Gods renowned for their speed, agility, and precision, elevating mortal action to feats of Legend. It encompasses the impossible swiftness of fleet-footed deities, and miraculous feats of grace and agility.
Innate Power: So long as you continue to move towards a destination, you walk, run, or leap with effortless grace. Any surfaces solid or liquid hold your weight as if you weighed no more than a feather, and you may effortlessly scale or descend vertical surfaces without a need for a handhold.
- The Falling Star Cost: Imbue 1 Legend Duration: One scene Subject: Self Action: Reflexive
- Your speed is a powerful asset in battle. In combat, you can use your reflexive Move action (p. XX) to cross two range bands, and gain Enhancement 3 on rolls to Disengage. You cannot take damage from falling.
- Heavenly Stride Cost: Imbue 1 Legend Duration: One scene Subject: Self Action: Reflexive
- You can cross great distances in a scant matter of minutes, zooming past passersby in a blur of motion. Add Enhancement 3 on Rush actions and any action you take in a race (p. XX). Once per scene, you may make a Feat of Scale (p. XX) to enhance any action based on physical speed without having to pay a point of Legend.
- Unerring Flight Cost: 1 Legend Duration: Instant Subject: Self Action: Reflexive
- In your precise hands, ranged weapons become extraordinarily deadly. You may make a ranged attack against any enemy in your line of sight, even out to extreme range. You can roll the attack with Dexterity in place of the Attribute normally associated with that range band, and do not face an increased difficulty for using weapons with the Ranged or Long Range tag at any range band. You can use this boon to attack an enemy behind full cover.
Beasts (Owl)
This is the Purview of divine authority over the animal kingdom. It holds sway over all animals, as well as the iconic and mythological symbolism which humanity has given to them: the lion’s courage, the eagle’s swift wings and sharp eyes, and the owl’s wisdom are all part of the Beasts Purview.
Sacred Animals
Many Gods have a strong symbolic connection to a single type of animal — Athena’s owl, the Morrígan’s ravens, the animal-headed forms taken on by many members of the Netjer, and so on. When you first pick the Beasts Purview, you may choose to narrow its thematic focus to only a single sacred animal. When you use Beasts Boons that evoke animal traits, such as Tooth and Claw or any Beasts marvels, you must base them on your sacred animal. In exchange, you may create a motif (p. XX) based on your choice of animal, which you can use to work marvels with any Purview. An owl could provide “the swift silent hunter” or “the wisdom of the night” as a motif, while a dog might yield “the ever-faithful companion” or “hunter and tracker of prey.”
Innate Power: Animals will never attack or harm you, unless they are compelled by magic or Legendary creatures themselves.
- Animal Aspect Cost: Imbue 1 Legend Duration: One scene Subject: Self Action: Reflexive
- You choose an animal and emulate one of its iconic traits. Pick one of the following benefits:
- Mobility: You can swim like a dolphin, burrow like a termite, or emulate flight with graceful leaps. You can ignore any dangerous or difficult terrain (p. XX) or complicated passages, barriers, or hazards (p. XX) that form of movement could reasonably bypass.
- Senses: Choose a specific circumstance in which the animal’s senses give an advantage — an eagle’s eyes can see clearly from far away, a bat can echolocate in total darkness, while a dog can track by scent for miles. You have Enhancement 3 on sense-based rolls where that advantage applies.
- Other: Pick a miscellaneous trait, like an octopus’s camouflage, an anglerfish’s bioluminescence, or a peacock’s magnificent plumage. You either have Enhancement 2 on actions that trait benefits, or ignore up to 3 points of Complication it negates, whichever best represents the chosen trait.
- Leader of the Pack Cost: Imbue 1 Legend Duration: Indefinite Subject: Self Action: Simple
- You can speak to and understand all animals. Animals that don’t have a Legend rating treat their Attitude towards you as one point higher when determining whether you can persuade them to take on a task. This does not stack with other magical Attitude bonuses. Once you reclaim the Legend from this Boon, your animal helpers will still try to complete your requests, but may become distractible or less reliable, at the Storyguide’s discretion.
- Tooth and Claw Cost: Imbue 1 Legend Duration: One scene Subject: Self Action: Reflexive
- Choose an animal whose natural ferocity you wish to evoke. Your brawling attacks gain the Lethal tag and up to three points of other weapon tags appropriate to the chosen animal, such as Grappling and Piercing for an alligator’s bite or Pushing and Piercing for a rhino’s charge.
Theoi Signature Purview: Metamorphosis
The mythos of the Theoi is replete with tales of transformation, old forms changed into new entities. Gods take on the shapes of animals and humans, weather and geography, even abstract forms such as thoughts or emotions. They also transform others, turning foes into beasts, lovers into flowers, and heroes into constellations. This Purview governs both kinds of transformations, allowing Theoi Scions to emulate their parents’ mutability.
Innate Power: Your mutable nature lends itself to disguise. When you conceal your identity by any means, trivial characters automatically fail to see through your deception. When you roll to disguise yourself or present yourself as someone else, you ignore any Complications from changing height, size, race, sex, or even species.
- Change Shape Cost: Spend 1 Legend Duration: One scene Subject: Self Action: Simple
- You take on a form that is symbolically associated with one of your other Purviews. For example, Zeus drew on the associations of the Sky Purview to become all sorts of birds, a shower of gold, and a bull (which sounds a great deal like thunder, up close). This transformation is perfect in the details and undetectable through non-magical means, but doesn’t alter any of your Attributes, Skills, or other traits. However, depending on the form you assume, you can gain the following benefits:
- +1 Scale on all actions with a single Physical Attribute of your choice
- Any special forms of movement that shape possesses.
- Any natural attacks that shape possesses.
- Any miscellaneous abilities the Storyguide decides the shape should have, like a cloud being able to rain.
- I Stab the Cloud
- Theoi Scions can’t become invulnerable by taking on forms that are normally invalid targets for attacks — they still use their Defense and Stress boxes like normal. The resulting Injuries can be more abstract to suit the form — a cloud might be “Dissipated” — but revert to more mundane injuries upon returning to human form. If you want to emphasize the difficulty of attacking what you’ve turned into, represent that with increased Durability.
- Transfigure Cost: Spend 1 Legend Duration: Instant Subject: One character Clash: Cunning + Legend vs. Resolve + Legend Range: Short Action: Simple
- You transform another character into an animal or a similar animate form, as long as it does not completely prevent a character from acting (like being turned into stone) or effectively kill them (like being turned into a fish on dry land). Using this Boon on trivial characters is free, and they can be turned into trees, statuary, or other forms that incapacitate them.
- Transformed characters retain their normal traits, but face Complications if they attempt a task their form is unsuited to: using a computer keyboard as a chimpanzee faces a +1 Complication, while firing a machine gun as a dog incurs a +4 Complication. The advantages of the character’s new form, such as a dog’s sense of smell, can provide Enhancement 1-3 on actions they apply to.
- At the end of this Boon, Scions and other characters with Legend 1+ instantly revert to their true form. Mortals gain the Transformed Condition, which they must be resolved through magic before they return to normal. Trivial targets can be transformed permanently.
Moon
This Purview holds sway over the moonlight, creating eerie light that reveals or distorts the truth. It also rules mutability and change, embodying the cyclicality of the moon’s phases through profound or subtle transformations.
Innate Power: You can radiate an aura of moonlight that cuts through darkness out to long range as a reflexive action. Only you and those you designate can perceive this illumination — others do not benefit from it. You may pay 1 Legend to attempt to reveal the true form of any shapeshifters or other transformed characters within the moonlight, rolling Cunning + Legend against the Manipulation + Legend of a character that wishes to conceal the truth.
- Enchanting Evening Cost: Imbue 1 Legend Duration: Indefinite Subject: One character Clash: Manipulation + Legend vs. Resolve + Legend. Range: Medium Action: Simple
- Cast in the light of the moon, things that once seemed familiar take on new meanings and reveal hidden beauty. The target of this Boon reconsiders their feelings for someone or something they see, gaining Attitude 2 towards the designated person or thing, or changing the rating of an existing Attitude by +2 or −2. The target’s player chooses the exact nature of their change of heart — this Boon simply forces them to make a change. This doesn’t stack with other magical Attitude modifiers, but can cancel out an opposing bonus or penalty.
- Phase Cloak Cost: Imbue 1 Legend Duration: One scene Subject: Self Action: Simple
- You vanish into ephemeral darkness, becoming completely invisible. You have Enhancement 3 to avoid being seen. This applies against electronic surveillance and even magical scrying based on sight.
- Three-Faced Moon Cost: Free or Imbue 1 Legend Duration: Indefinite Subject: Self or one character Range: Short Action: Simple
- Drawing on symbolic ties between the waxing and waning of the moon and the cycle of human age, you transform your appearance or someone else’s. You may change their apparent age, making them seem younger or older as you choose. This does not physically age the target’s body, although they may face age-based Complications on Social actions.
- If you use this Boon on yourself, you gain a bonus on rolls with a specific Skill depending on your apparent age.
- Youth: As a young child, you seem full of innocence, adding Enhancement 2 on Empathy rolls.
- Adult: As a mother or father, you provide comfort, adding Enhancement 2 on Medicine rolls.
- Elder: You know the secrets of your people, adding Enhancement 2 on Occult rolls.
Object Change Cost
- Attribute Add one dot to a single Attribute 10 Experiences
- Birthright Add one dot in a new or existing Birthright 5 Experiences
- Favored Approach Change a character’s Favored Approach 15 Experiences
- Skill Add one dot in a new or existing Skill 5 Experiences