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Benefit of the Doubt

Sometimes, for a Scion to be able to help people—or convince them to stay out of harm’s way—those people have to accept ideas that would seem patently ridiculous if they weren’t true. Something in the Scion’s bearing or expression convinces a single listener not to dismiss what he’s saying. Maybe it’s the fact that the Scion is taking his words so seriously, or maybe he just has an honest face. Maybe he came highly recommended by a respected colleague. Whatever the reason, the listener gives the Scion the benefit of the doubt in regards to what the Scion next tries to explain, despite what he might be otherwise inclined to believe.

Blessing of Importance

The Scion is especially good at winning people over by making them feel special and wanted. By either sticking up for a person, calling out to him in a crowd or just giving him a secret smile, the Scion grants the person a minus on difficulty to current actions equal to the Scion’s Epic Charisma for the scene. The Scion need not necessarily believe that the person is important or special herself. A character can receive this boost only once per scene from the same Scion.


Prerequisite Knack: Blessing of Importance 

 A heroic Scion with Epic Charisma can help restore a mortal’s sense of self worth and empowerment just by paying a bit of attention to him and making him feel special. The charismatic Scion can even replenish a measure of the same for one of his fellow Scions. A demigod Scion’s attention makes a person feel even more important, though, especially when the Scion goes out of his way to treat the person like a true friend. When the demigod does so he bestows a number of additional dice to the target equal to his Epic Charisma, these dice are applicable for all rolls (except giving or soaking damage) for one scene.

The Scion can affect a person only once per scene with this Knack.


With the sheer, raw charm this Knack represents, the Scion can smother an upwelling of panic, suspicion or utter hatred directed at her for one scene. One scene is usually long enough to convince a person that it would be in his best interest to help the character, but it’s up to the Scion (and the player’s roleplaying) to actually say the right words. During the scene in which this Knack is in effect, the suppressed emotion doesn’t go away. It merely remains beneath the surface. If the Scion can’t set the person’s mind at ease by scene’s end, the suppressed emotion returns in full force the next time the Scion leaves the affected person’s presence. Against Non-player characters this ability reduces the difficulty to charm an opponent by a number equal to the Scion’s Epic Charisma.

This power lasts for one scene.


Engender Love

Prerequisite Knack: Charmer

 Being able to charm someone is always helpful, but it doesn’t always make getting what you want from that person easy. A charmed person can still think clearly, question one’s motives and turn someone down if something about what she’s saying doesn’t feel quite right. Not so the person affected by this Knack. The character who uses it rolls (Charisma + Intimidation/subterfuge/empathy/performance). The victim’s player contests this effect with a ( Wits + Awareness/Insight ) roll. If the victim’s roll fails to garner the necessary successes, the victim falls madly, unquestioningly in love with the user of the Knack for a number of days equal to the user’s threshold successes. The victim is blindly enthralled and will do anything in her power to please the object of her affection. This ability is only effective against characters of equal or lower level. Using it unwisely against a more powerful character is ill advised. Fool Odin once, shame on him. Fool him twice, wolves on you.

Crowd Control

Prerequisite Knack: Charmer 

The demigod’s force of personality is such that he can quell the passion of a seething mob, whether he’s addressing a throng of rowdy political protesters, standing between an innocent kitsune and the lynch mob howling for her hide, or stalling the phalanx of SWAT cops long enough for his partner to finish sacrificing the hostages. The Scion may roll (Charisma + Performance) to simulate his heartfelt call for calm. His words convince three members of the mob per success on the roll. This effect lasts for the scene, after which the mob either disperses or renews its shenanigans with its original vigor. If the character is attempting to halt the depredations of a mob that is being controlled or directed supernaturally, use of this Knack constitutes an opposed roll against the other power’s activation roll. If the power has no activation roll per se, the Scion’s player rolls his (Charisma + Performance ) against that of the character who incited the mob supernaturally. If the Scion with this Knack gets an equal or greater number of successes, the Knack does what it’s supposed to.

Inspirational Figure

The Scion’s well-chosen words can play on humankind’s social mentality, giving hope and courage to not just one listener, but a group. The Scion gives a speech to gathered listeners—whether he’s calling upon them for help, raising their spirits after a local disaster or strengthening the bonds of community among them. As long as his words are intended to inspire them in some way, every person who can hear him listens spellbound and receives a bonus equal to the Scion’s Epic Charisma on all rolls involving pursuits the Scion is attempting to inspire them toward for one scene. The only limit is that the listeners must be able to hear him clearly without him using the aid of any amplifying or broadcasting equipment. This Knack inspires other Scions as easily as mortals.


Instant Seminar

Prerequisite: Inspirational Figure

The Scion expands his ability to influence groups of people by making any topic, no matter how convoluted or mundane, seem interesting, gripping and of crucial importance. The Scion must spend at least a minute lecturing to a crowd on a particular topic. The Scion’s player then rolls (Charisma + Performance). For each success scored, one person in the crowd gains temporary use of a Scion’s Ability score. The Scion can perform this quick instruction for any one Ability, but everyone in the crowd hears the same speech and therefore can potentially benefit from the same Ability. For the rest of the scene, those affected by this power may choose to use the Scion’s Ability in place of their own. Such a trick is very useful for turning a disorganized mob into deadly streetfighters (Brawl), creating a temporary squad of EMTs to deal with a disaster (Medicine) or getting the help of a group of inexperienced people in a large construction project, like the pyramids (Craft). Using this Knack does not in any way lower or use up the invoking Scion’s own Ability. The Scion can use this Knack only once per scene.


Never Say Die

Not every Scion can knock down foes like bowling pins and scatter opponents  body parts in her wake. Yet some are just so full of optimistic joie de vivre, even when they take a beating for some spectacular failure, that you just can’t help but love them. A Scion might be accident- prone or have an infuriating talent for picking fights with titanspawn that are out of her league, but she takes her lumps with a smile and inspires her fellows with her can-do attitude. All she has to do is flash a thumbs-up, holler an “I’m okay!” or show a smile full of dangling teeth. When she does, all the Scions in her Band who can see her gain plus one dice point per health level the character has suffered (i.e., however many are marked on her character sheet at that moment). The character can inspire her fellows thus only once per scene, but she can do so even if she’s knocked to Incapacitated or killed—after which, she collapses.

Pied Piper

The character exudes such charm and élan that people just want to be around him. Thereafter, and until the next sunrise, any mortal who looks in the character’s direction feels compelled to be in his company. People flock around him like the paparazzi on Oscar night, desperate to be near him and get his attention, and they’ll follow him from locale to locale for as long as he keeps leading them. Mortals can resist this compulsion, but doing so requires a successful (Wits + Awareness) roll with a difficulty equal to the Scion’s Charisma + Epic Charisma. Successful resistance breaks the spell for the rest of its duration; a failure means the character cannot try to break away again for another hour. The demigod character can have as many lingering groupies and hangers on as his Epic Charisma dots normally grant him bonus successes on Charisma rolls. Scions use this Knack not only to gather up fellow revelers for long, roving parties, but also to surround themselves with unwitting human shields. For as long as the Knack lasts, the compelled mortals will not abandon the Scion unless he chooses to end the effect early.

Divine Figurehead

Prerequisite Knack: Pied Piper 

As with the prerequisite, this Knack allows the user to define herself as “where the party is at” and have people flock to her. Where the prerequisite works only on mortals, however, this Knack affects heroic Scions and demigods, as well as other creatures of comparable level. Mortal characters cannot resist this effect, and Scions receive only a standard (Wits + Awareness) roll with a difficulty equal to the user’s (Charisma + Epic Charisma).

Unimpeachable Reference

With this Knack, the demigod can actually lend someone else a portion of his credibility and authority. When the player vouches for or lends a recognizable token to someone to act on his behalf, he confers on that person the effects of the Benefit of the Doubt Knack. This halo of credibility affects even those people who do not know the demigod personally. It is still up to the character who receives the effect to convince the person he’s speaking to that he’s on the level, but this Knack makes getting over the initial hurdle of suspicion and disbelief much easier.

Boys Will Be Boys

This Knack, alternatively known as Girls Just Wanna Have Fun, is a character’s trusty Get Out of Jail Free card. When the character gets into trouble with some angry witness or authority figure—be it the police, a mortal parent, one’s long-suffering spouse, etc.—he need only shrug haplessly, grin foolishly or do likewise. At that, the offended party decides that whatever the character did wasn’t really that bad. The character gets a slap on the wrist, a stern warning or no punishment at all, depending on when he chooses to use it. This Knack doesn’t work on anyone with a higher Legend rating, though. Also, if the character wants to use it against someone with an equal Level rating, his player must roll (Charisma + Subterfuge/performance) against a roll of the potential victim’s (Wits + Awareness).

Blame James

Prerequisite Knack: Boys Will Be Boys

 Some Scions are just too likable to take the heat. When the Scion invokes Boys Will Be Boys in order to calm the anger of an authority figure after a disaster, the player can choose to roll Charisma + Performance/Subterfuge and invoke Blame James as well. Then, the Scion just glances at someone else, makes a brief comment about “Well, it wasn’t my idea…” or somehow gives the impression that the narrowly-averted trouble was the result of someone else’s malfeasance. So impressive is the Scion’s demeanor that the disciplinary authority figure becomes convinced that the named individual had something to do with the event, and is in some way culpable. This Knack only functions if the use of Boys Will Be Boys also functioned; if that attempt fails, then this Knack also fails and cannot be used again for the same incident.

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