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Damage Conversion

With this knack, the Scion is able to, not only add his Epic Stamina to his soak rolls, but reduce the difficulty to soak lethal damage by an amount equal to his Epic Stamina. 


Divine Damage Conversion

Prerequisite Knack: Damage Conversion

With this knack, the Scion is able to, not only add his Epic Stamina to his soak rolls, but reduce the difficulty to soak aggravated damage by an amount equal to his Epic Stamina. 


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.

Divine Fortitude

Prerequisite Knack: Holy Fortitude. 

This Knack doubles the amount of time a Scion can work at a strenuous task once more after the prerequisite Knack doubles the base amount of time (itself modified by the Scion’s Epic Stamina). Divine Fortitude also completely obviates a Scion’s need for food or sleep or water. The Scion’s player chooses which necessity the Knack takes away when he first chooses the Knack. When he does so, the character may still indulge in the activity, but he never suffers deprivation effects if he chooses not to. A Scion character may take this Knack three separate times after he takes the prerequisite, each time obviating one of the three listed necessities. Taking the Knack multiple times does not, however, double the amount of time he can work at a strenuous task each time. That period doubles only once, the first time he takes the Knack.

Tireless Worker

Prerequisite Knack: Divine Fortitude 

Epic Stamina boosts the amount of time a character can work at a fatiguing task, and this Knack’s prerequisite doubles that time. This Knack extends that boost into infinity. No matter how long or how hard he works, the character never breaks a sweat and never slows down. If he still has to sleep, he can work until he’s sleepy and wake up feeling perfectly refreshed. If he still has to eat or sleep, he can pause for a meal and get right back to work without the first bit of exhaustion creeping in. (People who are like this endlessly irritate people who aren’t.)

Inner Furnace

The character rarely lacks for sustenance. As long as he can find some sort of organic substance (from rotting quail eggs to a piece of notebook paper on which someone blew her nose), the Scion can eat it and survive. And as long as he finds a source of water (no matter how stagnant or polluted it might be), he can drink it and survive. Any pestilence or poison lurking in what he consumes burns in the fires of his superior constitution, without even requiring a Fortitude roll. The same goes for drugs or poisons he ingests on purpose, or for any Mickey Finn a ne’er-do-well might try to slip him. He’s still just as susceptible to airborne toxins and any drug injected into his bloodstream, but any drug that has to go through his stomach first stops there. This Knack does nothing to suppress the gag reflex or make an unappetizing meal taste better.


Prerequisite Knack: Inner Furnace 

The Scion will never lack for sustenance again. Any liquid that can exist at as a liquid at room temperature can sustain him as water sustains a mortal—even such distasteful liquids as gasoline, blood, pine-scented disinfectant or diet cola. The same goes for food. Whereas Inner Furnace requires that the Scion at least consume organic matter in order to fuel the inferno at his core, this Knack loosens even that restriction. The Scion could fill his belly with sand, polystyrene, harmonicas or suture needles and not feel so much of a pang of indigestion. This Knack confers no special ability to chew up or tear off pieces of inorganic material, but anything small enough to swallow disappears down his gullet with no harmful effects and fuels him just as efficiently as normal food.

Internal Refinery

Prerequisite Knack: Devourer

 A character with Inner Furnace can eat any organic substance and drink water from any source and be efficiently nourished. A character with Devourer can safely eat literally anything she can force down her gullet. With both Knacks, no poison or toxin in what she eats or drinks has any effect on her. Internal Refinery expands that latter protection to not only poisons or toxins she eats, but all poisons and toxins she’s exposed to, as well as any diseases that mortal flesh might suffer. In addition, a character with this Knack can refine any poison, toxin or disease to which she is exposed into a single dose of an antidote for that substance or cure to that affliction. If the character spits this antidote or cure out and administers it to an afflicted patient, it completely erases one dose or one exposure to the hazardous substance in the patient’s system. The character must administer this treatment within one week of the patient’s exposure, and within one round of when she (the character with this Knack) refines the substance into a dose of its cure. The cure doesn’t heal damage from the exposure, but it purges it completely. 


The Scion’s player may repair 10 levels of damage for every point they have in Epic Stamina out of combat. That damage can be bashing or lethal, and the healing takes place in an instant without leaving a scar. (Aggravated damage is beyond the power of this Knack to heal.) Scions who are interested in building their reputation and spreading their legends quickly find this Knack to be one of the more effective tools of doing so, as bruises, lacerations and bullet holes vanish before astonished onlookers’ eyes.

May be used once per scene, out of combat.


Prerequisite Knack: Self-Healing

 Regeneration repairs the severe damage that’s too serious for its prerequisite Knack to heal. Once per week, the Scion can automatically heal a single level of aggravated damage. With this Knack, he can also perform such miraculous feats as regenerating a destroyed limb, extremity or eye. Doing so means they must wait one week before the next regeneration.


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 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.

Body Armor

The Scion’s body is so tough that, even unarmed, he can parry close-combat attacks that would inflict lethal damage. If a berserker hopped up on Jotunblut or a thrall full of eitr tries to split the Scion’s skull with a fire ax, the Scion can take the blow on his forearm and knock it aside without serious injury. (That assumes the character’s Parry defense is sufficient to cancel out the attack roll’s successes, of course.) While that benefit remains in effect all the time, the Scion can also engage a temporary one that offers even more protection. The Scion’s ichor wells up from within and coats the Scion’s body. This coating hardens into a gleaming, metallic armor that’s no thicker than a hair’s breadth. This armor has a bashing and lethal soak equal to the character’s Stamina + Epic Stamina, and it inflicts a mobility penalty of only -1. The ichor coating is thin enough to fit comfortably beneath one’s clothing, so it adds its protective value to that of any other armor the character might already be wearing. Natural armor from this Knack lasts for only one scene and disintegrates at the scene’s end.

Invulnerable Nail

Prerequisite Knack: Body Armor 

By concentrating all of his phenomenal stamina on a single point of his body, the Scion can make a tiny area nigh-invulnerable. For a second, the Scion’s ichor seeps into that small point no larger than a fingernail, and that part of the Scion’s body becomes tremendously difficult to damage. The area affected gains a Hardness rating equal to the Scion’s Epic Stamina + Stamina. Any attack with fewer damage dice than the Hardness rating simply bounces off with no effect, while an attack with more damage dice loses a number of dice equal to the Hardness rating before the Scion attempts to soak it (as a special extension of Hardness, which normally only applies to inanimate objects). The real trick lies in positioning this tiny, invulnerable spot to absorb an attack. Normally, a Scion uses his Parry rolls to deflect attacks in this fashion. Since the Scion has the Body Armor Knack as a prerequisite, he can already Parry melee attacks. Instead, Invulnerable Nail provides the Scion with a defense against an attack that he can see coming but can’t parry, such as when he’s held in place by a titanspawn’s tentacle and needs to make his forehead momentarily impenetrable to the oncoming needle- tipped appendage that will try to suck out his brain. In such a case, the Scion keeps his full unarmed Parry defense value because he can try to deflect the attack at the last moment by anticipating where it will strike and fortifying that part of his body. Similarly, a clever Scion might feign suicide by attacking himself with a mundane weapon and defecting it at the last minute through the use of this Knack. 

This knack may only be used ONCE per Scene and only Once a week but it lasts the whole scene.



Prerequisite Knack: Body Armor 

When a character achieves this Knack, it upgrades the thin metallic armor that activating its prerequisite provides. When the character uses the Body Armor Knack this power adds an aggravated soak equal to their Epic Stamina. What’s more, it ignores (i.e., trumps) the Piercing quality of any weapons and physical attacks that have it. 


Not only is this Knack a life-saving power, but it can also be an effective (if surreal) means of escape. If an enemy’s attack against the Scion inflicts enough damage to cause knockback, the Scion may negate all damage from the attack. The attack still inflicts its knockback, though, seemingly knocking the Scion completely out of his skin. The empty husk collapses at the attacker’s feet, disintegrating over three rounds. The Scion who was apparently knocked out of his skin lands perfectly unharmed however far away the knockback threw him, retaining all of his clothing and possessions and radiating a golden sheen until the shed skin disintegrates. The Scion can use this Knack only once per scene. I’m guessing it’s also good for exfoliating.


Raise Your Glass

A Scion with this Knack isn’t just a power drinker, he takes power from drink. Once per scene, the Scion can heal ten points of non-aggravated damage with  a shot of hard liquor, a bottle or can of beer, a large glass of wine or a flagon of mead, for instance. The Scion must down the drink quickly and with at least a bit of flair. Nursing a beer for an hour isn’t enough, though downing a pint of ale in one long pull and slamming the tankard down on the bar might be. Effectively, the character must turn drinking into a stunt performed for no purpose except to impress onlookers. This Knack does not protect the Scion from the normal effects of consuming alcohol, including any drugs or poisons the beverage might contain. 

Whale’s Breath

This Knack magnifies the time a Scion can hold her breath. After inhaling deeply, the Scion can triple the duration she can hold her breath after calculating extended duration due to Epic Stamina. In addition, she becomes immune to pressure changes that come from diving to extreme depths underwater. This Knack doesn’t affect swimming speeds, visibility or other aspects of moving underwater. As a useful side effect, a Scion using this Knack has such great breath control that she can speak when underwater (or otherwise holding her breath) by releasing only a minimal amount of air. The character can easily manage short sentences and brief conversations. Extended speech, such as giving an academic lecture while underwater, is either too difficult or at least would drastically reduce the time the Scion can hold her breath (at the discretion of the Storyteller). This Knack also makes combat underwater much easier, since being struck or injured cannot cause the Scion to lose her breath unless someone makes a deliberate effort to squeeze the air from her lungs.

Raging Bull

Like the eponymous boxer who just becomes more dangerous after taking a few punches, the Scion turns into a devastating fighting machine once she’s wounded. Her body releases adrenaline and more exotic substances, firing her up to greater heights of fury. With this Knack active, the Scion gains bonuses from her wounds instead of penalties. Thus, if she’s filled in the first four boxes of her health levels, the Scion gains a +2 bonus on all of her appropriate rolls instead of taking the normal -2 penalty. Even if her Epic Stamina would obviate the penalty in whole or in part, she still gains the full bonus. Scions whose Epic Stamina grants them additional health levels count those boxes as having a -4 penalty (and thus a +4 bonus for purposes of this Knack). 

Its effects last for one scene.

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