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Instant Investigator

The Scion can take an intuitive “read” of a crime scene and make a reasonably accurate assessment of what transpired there. By activating this knack and taking a single, sweeping glance around the scene of a crime, the Scion entitles his player to a reflexive (Wits + Investigation) roll. For every success, the Scion can uncover another detail about the crimes that were committed at that scene. These answers could include: what sorts of crimes were committed, how many perpetrators were involved, how long ago it happened, roughly the sequence of events that took place and what means the perpetrators employed to cover up evidence. The difficulty of the roll should reflect how long ago the crime occurred, how contaminated the crime scene has been since then and how thorough the criminals were in covering their tracks. This Knack doesn’t reveal specific, plot-sensitive information that isn’t readily apparent (such as who the perpetrators actually are), but it should provide enough clues in a single glance for the character to develop solid leads that further the story.

Meditative Focus

Whether she’s hunkered down behind a burning car in a war zone, caught out on the yard during a prison riot, stranded on the crowded deck of a storm-tossed ship or just mall-walking during the frenzied heights of the Christmas rush, the character never loses her cool. No matter what’s happening, she keeps her mind on what she’s doing while maintaining sufficient vigilance to avoid getting caught up in the hubbub all around her. As such, the character is able to eliminate one point of environmental distraction penalty per dot she has of Epic Wits.

Opening Gambit

Sometimes, victory in conflict is all about being the guy who makes the first move, and the Scion is usually that guy. When a character with this knack joins a battle, they will automatically go first, rolling ONLY If there is another character with Opening Gambit involved. Should that be the case, the characters with Opening Gambit default to a separate initiative roll to see which of them acts first.

Between The Ticks

Prerequisite Knack: Opening Gambit 

The Scion with Between the Ticks can make a second move on their first action in a combat scene. The Scion can use this Knack only once per scene.

Rabbit Reflexes

When an unexpected attack targets the character with this Knack but the character’s player fails to get enough successes on the (Wits + Awareness) roll to notice the attack coming, the Scion instinctively defends herself with double her highest applicable defense. The character cannot preemptively attack her attacker or even shout out a warning to her comrades, as she’s reacting to an attack that’s already taking place, but she is much more likely to dodge or parry that attack. Nonetheless, the character cannot actually join battle herself until everyone else does after the unexpected attack is resolved.

Social Chameleon

Being thrust into a situation full of strangers who have bizarre customs and weird manners (such as a sorority house at the height of rush) can be disorienting, but the character with this Knack handles herself with remarkable aplomb. By observing the behavior of the people around her and reacting preternaturally quickly to their reactions to her behavior, she can fake like she fits in just about anywhere, with any class of people. She still has to dress the part, and the language barrier might pose its own problems, but she won’t embarrass or draw attention to herself unless she goes out of her way to do so on purpose.

Perfect Imposter

Prerequisite Knack: Social Chameleon

 Impersonating someone in order to infiltrate his home or workplace or to get dangerously close to someone he cares about is more difficult the less well the impersonator knows his subject. The best makeup and disguise means nothing if the imposter can’t react to life’s little surprises exactly as the subject of his mimicry would react. With this Knack, however, the Scion can discern with preternatural quickness how the people who think he’s someone else expect that someone else to react. Their minute changes of expression or body language give their expectations away, allowing the imposter to react accordingly. For the most part, this Knack plays itself out without resorting to dice rolls or trait comparisons. As the imposter’s player roleplays (and the imposter himself does so as well), the Storyteller simply informs him of what the unsuspecting characters’ expectations are, and the player chooses his imposter’s reactions accordingly. This Knack does not provide a supernatural disguise that would fool someone with the Unfailing Recognition Knack, but even if such a Scion can see through the imposter’s disguise, his recognition alone would not be enough to convince anyone else. The imposter retains the wherewithal to stand up to any impromptu interrogation and maintain his charade in everyone else’s eyes, thus making the only other Scion who knows the imposter’s true identity look like a horse’s ass or a liar.

Cobra Reflexes

The character is so quick on the draw that even a surprise attacker is not safe from him. If someone attacks him from surprise but the character’s player fails to get enough successes on the (Wits + Awareness) roll to notice the attack coming, the Scion may still attack his attacker back at the same time. This counterattack is so lightning quick that it catches the attacker off guard as if he were also being caught by an unexpected attack. The Scion himself might not realize he’s taken the attack action until the ambusher’s attack has already hurt him.

Eternal Vigilance

A Scion with this Knack is never taken by surprise by unexpected attacks. He joins battle as soon as the attack occurs, and he applies his full DV to his own defense. It doesn’t matter whether the attackers use supernatural means of concealment or not. They simply cannot catch him off guard. Unfortunately, this Knack doesn’t help the Scion’s comrades. The Scion reacts as the surprise occurs, but he does so practically subconsciously and not in time to warn anyone else. What’s more, this Knack works even if the Scion is asleep, though to a lesser extent. If the Scion is sleeping and someone tries to spring an unexpected attack, the player rolls the Scion’s full dice pool to notice the attack as he would if the character were awake (awake and didn’t have this Knack, that is). If the roll succeeds, the character wakes just in time to react to the attack, though still not in time to warn anyone else.

Instant Assessment

With a quick glance, the Scion can size up a foe with whom he intends to join battle. This assessment comes across in terms of how the foe’s combat abilities compare to the Scion’s own. He gets a sense of whether the foe has more or fewer dots of Physical Attributes (Epic and otherwise) than he does. The same goes for their relative number of dots in Brawl, Marksmanship, Melee and Thrown, as well as their relative initiative dice pools and their soak totals. Also, if some power or special quality renders the foe especially vulnerable or completely invulnerable to something to which the Scion has ready access, the Scion gets a sense of that as well. What the Scion decides to do with this information is up to him. This information occurs reflexively to the Scion who uses the Knack, and he may assess as many foes automatically as he has successes on an Epic Wits difficulty 6 roll.


Monkey in the Middle

When multiple attackers gang up on a single opponent, their combined efforts can disconcert and intimidate even the best trained martial artist. A character with this Knack, however, keeps his cool despite how high the odds might be stacked against him. As a result, he suffers no coordinated attack penalty or onslaught penalty in combat when multiple attackers try to rush him all at once.

Jack of All Trades

If a character has no aptitude for a particular Ability (i.e., no dots in it), he cannot apply any bonus successes from his Epic Attributes to rolls that use that Ability. He simply doesn’t understand enough about what he’s doing to apply his full talent. With this Knack, however, the character gets a feel for any activity remarkably quickly. With this knack, the Scion gains a number of dots in a single ability equal to the number of points in his Epic Wits - 3. The Scion may ONLY use this on a single ability per scene and does not retain the ability at the end of the scene. 


Opening Salvo

The character’s tongue is sharp; with it she can wound a foe to the quick. When the character says something witty (or just catty) to a person and that remark is designed to trip him up or humiliate him, the victim suffers a -1 dice on their next action. The only caveat to this Knack is that the player must actually come up with the gibe in question. It doesn’t have to be good; she just has to say something.

Adaptive Fighting

By registering how an opponent defends, the Scion gains insight into how to launch a successful attack. The Scion’s Epic Wits allow him to adjust his offense immediately after failing to touch an enemy. After missing an opponent with an attack, the Scion’s player can activate this knack. On the Scion’s next attack against that same opponent, the player adds his character’s Epic Wits as extra dice on the attack roll, to a maximum of +6. If this attack misses or if the Scion chooses not to attack again, then the bonus is lost.

Don’t Read The Manual

The Scion sizes up a single item and then puts together an intuitive judgment of how to use it. No matter how complex the item, the Scion can grasp at least the rudiments of its functions. After activating the knack, the Scion can use the item for the rest of the scene as if the character had one dot in the appropriate Ability. The Scion could, for instance, glance at the controls of a stealth bomber, then intuitively figure out how to get it off the ground (or land it) as if she had one dot in the Control (Jet Aircraft) Ability. Similarly, a noncombatant could pick up a weapon and fight with it as if she had one dot of the Melee Ability. This Knack has no effect if the Scion already possesses the requisite skill.

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