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Knacks

Holy Bound: Double jump distances

Untouchable Opponent (Wits): Add your Epic Wits level to your DV for one Dodge.

Monkey Climber: Climb at full speed and still take other actions

Inner Furnace: Survive on any organic sustenance and water no matter how polluted.

Subliminal Warning: Add (Epic Perception) dice to the Wits + Awareness roll to detect an ambush.

Taste of Death: (Unique Knack) Add Legend successes to sensing Death and Entropy.

Instant Investigator: 1L Wits + Investigation to instantly investigate a crime scene.

Ready Aim Fire: Add your Aim dice as Successes.

Find the Fault: Add your Aim dice as Successes in Damage.

Self-Healing: 1L Heal one Bashing or Lethal health level

Regeneration: 1L Spend 1L to heal 1 Aggravated health level, or regrow lost body parts.

Spatial Attunement: Can navigate an area with only a quick glance, and ignore blindfighting penalties.

Knockback Attack: 1W Attack can deal 1 yd. of knockback per threshold success instead of damage

Roll With It: 1L Add Epic Dex dots to soak in step 6.

Raging Bull: 3L Gain +2 dice instead of -2 when 4 health boxes are full. Gain +4 dice if health levels from high Epic Stamina are full. Also, can spend 1L to regain 1W whenever damage is taken.

Takes One to Know One: Always know when a lie is told. Those using God's Honest trigger a normal detect lies attempt.

Overt Order: Gives a command that the target must obey. Doing so costs one Willpower, and the command must be one the Scion can give and the victim can perform in a single action.

Predatory Focus: Track by scent or near-invisible physical traces with a successful Perception + Survival roll.

Fast Learner: 1/2 xp to learn Academics, Medicine, Occult, Politics or Science.

Inspirational Figure: 1L Give an inspiring speech to give all listeners a point of Willpower when it's over


Purviews

Death 5

1 Death Sense: Can see, touch, smell, and hear ghosts, although the sense of touch is illusory and no physical contact is actually made. Can also look at a dead body and get a general cause of death.

2 Corpse Eyes: The Scion looks a Corpse, Ghost or Undead in the Eyes and rolls Perception + Empathy or Investigation, and spend 1 Legend. Each Success may allow the Scion to see minute around the Corpses Death, before and after. This is real time so it is often more useful on a corpse while the Scion has time to stare ideally.

3 Unquiet Corpse: 1W + 1L Cha + Command Raise a corpse as a zombie. Zombies raised remain until destroyed or the animating Scion dies.

4 Home For The Spirit: The Scion may place a free roaming spirit, such as a ghost, astral projection, or human spirit jettisoned out of their body, into a soulless body, a corpse, or a specially prepared effigy. The Scion spends 1 Willpower and 1 Legend and the spirit may be anchored into the body. If placed into a corpse, mindless zombie, or prepared effigy/automaton then the 2 Legend and 1 Willpower. The spirit uses the higher of their own physical attributes or the bodies, and the spirit uses the bodies appearance, and uses their own mental and social attributes. Roll Manipulation + Medicine difficulty 2 for a living body or corpse that died within the scene, difficulty 3 for a corpse dead within the Month, add one Difficulty for each year past this up to a maximum of difficulty 8, for an effigy/automaton it is difficulty 6, and a difficulty 4 for one designed to be host to a spirit.

5 Mother's Touch: 1 Legend. Grapple ghosts or deal Lethal damage with attacks. If attacking someone possessed, roll the damage separately against both the ghost and the victim.

Jotunblut 2

1 Bestial Endowment 1L + 1 LHL Target beast gains a dot of Strength or Stamina. Loyalty must be renewed every month.

2 Human Endowment 2L + 1 LHL Target human gains 2 dots distributed as desired amongst Strength and Stamina. Loyalty must be renewed every month.

Frost 3 (Baseball Bat)

1 Frost Immunity: Immune to Cold. Also does not slip on ice.

2 Ymir’s Blood: This Boon works only on liquid water, and a Scion can affect six cubic yards of water at a time per dot of Legend he has. (If she’s walking on water, she can affect one 30’ x 15’ rectangle on the surface per dot of Legend she has. The affected area supports only her and anything she can carry unaided.). The Scion may also harm vegetation in the same proportions as liquid water causing them freeze and desiccate. A Scion may freeze up to one Cubic yard of non-liquid material at a time per dot of Legend he has. This causes the physical objects to lose soak equal to the Scion’s Legend while frozen. The Scion rolls Stamina + Integrity and spends 1 Legend.

3 Hrimmthurssar's Touch: 1W + 1L. +(Legend / 2) bashing cold damage to unarmed attacks. Metal weapons can transfer the damage as well. Lasts the scene.

Animal (Raven) 5 (Through Raven)

1 Animal Communication: can speak to Birds

2 Scent of Man: At the cost of 1 Legend the Scion may exude the scent of humanity that strengthens the bonds of tamed animals. Trained dogs will become obedient as if the Scion was their family/master, and cattle will be herded naturally. Feral predators will treat the Scion as a rival predator and will give them a wide berth.

3 Animal Aspect: 1L / Action Sta + Animal Ken By meditating on a token of his animal for one Speed 3 action, can enhance an attribute associated with the animal by adding one die per activation to all tests using that attribute.

4 Ride Animal: As Horse (Cheval ••••) , but for an animal or Birthright Creature only. Non-birthright creatures impose a penalty to the activation roll equal to their Intelligence. If a Nemean is targeted, multiply the difficulty by (Legend + 1).

5 Animal Feature: 1L + 1W/feature Changes portions of your body to match the chosen animal. Up to one feature per 5 successes can be gained, and a general rule is that no dice bonus can be higher than the Scion's Legend.

Psychopomp 2 (Only without Leg)

1 Unerring Orientation: (1L) If the locale is familiar, know how to get from any point to another. If unfamiliar, know compass directions. Can study a map for five minutes and retain the information forever. For 1L, can tell distance and direction to home.

2 Where Are You: Int + Awareness If in remote contact with someone, know how far and in what direction they are.

Magic 2 (Runes on the Prosthetic Leg)

1 Unlidded Eye: 1W Per + Occult See magic that would normally be invisible. Can also determine a being's Legend score.

2 Bona Fortuna: 1L Wits + Occult Gain (activation successes) dice that can be spent on actions in the scene. No more than 1/2 Willpower can be spent per roll.

Dark 1 (Relic Bone Necklace)

1 Dark Sight: can see in Darkness.
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Casper LeBlanc Jr.

February 2025

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