The nuts and boltsName:
Ingrid Sund Calling:
Snowboard Gold MetalistNature:
Abilities, Favored (4BP)
Animal Ken 2
Control: Automobile 2
Ichaival (•••••) – Hunting Bow. Ichaival is said to launch ten arrows for each arrow shot, giving the bow the ability to use full burst autofire. Has the range of a sniper rifle. +2L Damage enhancement, +1 Accuracy
Vegvisir (•) – An amulet with the Norse Compass on it. Purview: Psychopomp
Rune-inscribed Isaz and Waz Tattoo (••) – Rune for Ice tattooed on her shoulder in a Yew Tree. Purviews: Frost and Jotanblut
Frost Immunity (frost •)
Dice Pool: None
The cold of winter has no effect on the Scion. She never suffers damage from exposure to ice, frost, chilling wind, freezing water—or other Boons of this Purview. While the Scion’s possessions still suffer the effects of cold, the Scion herself need not fear the most extreme cold in the World (or even beyond). This immunity extends to whatever Birthright the Scion uses to access the Frost Purview. The Scion also never slips or loses her balance on bare ice. If someone pours another slippery substance (such as oil) on top of it, however, the Scion could still slip on that. Note that if the Scion does not possess Frost Immunity, she could well injure or kill herself by using other Boons in this Purview!
Uller’s Stride (frost ••)
Dice Pool: None
Cost: 1 Legend
Like the God of Skis who gives this Boon its name, the Scion can speed his travel by gliding on a thin layer of snow. Hoarfrost coalesces into ice around his feet or his shoes, allowing him to skate over nearly any flat surface. As long as the Scion can slide along the ground, he can move quickly and easily. Grassy fields, liquid water (or other substances), and pavement or concrete are all ideal surfaces for this sort of motion. The Scion leaves a thin, wavering trail of ice that soon melts in warm surroundings. As long as the Scion stays on a reasonably flat (though not necessarily level) surface, he gains a five yard bonus to his Move and Dash actions. Uller’s Stride cannot take the Scion up into the air, but he can skate over water. Tricks such as skating off the end of an inclined tree and landing on the lip of a nearby hillside count as stunts that apply the five-yard bonus to Jump actions. Players can use Uller’s Stride with many other stunts too, such as maneuvering a foe onto a not-yet-melted patch of ice so she slips for a moment, giving the Scion a bonus to attack. Once activated, Uller’s Stride lasts for the rest of the scene unless the Scion deactivates the power prematurely. He can walk or skate interchangeably, depending upon what seems useful at the moment. The Scion never slips or falls from losing traction, though he can still be knocked down He can also trip over difficult terrain or crash into an obstacle if he’s clumsy.
Bestial endowment (jotunblut •)
Dice Pool: None
Cost: 1 lethal health level + 1 Legend
The Scion grants a beast a single extra dot in either Strength or Stamina. The beast becomes loyal to only the Scion, who can also train him as normal, but that loyalty must be renewed once every month.
Unerring orientation (psychopomp •)
Dice Pool: None
Cost: 1 Legend
In a locale she knows well, such as her hometown or a national park she visits every autumn, the Scion knows how to get from any point within to any other point. In an unfamiliar locale, her sense of direction defaults to a standard compass rose. Should someone give her correct directions in an unfamiliar locale, she retains them thereafter. If she studies a map of an unfamiliar city for five minutes,that information remains imprinted on her mind until she leaves that city for longer than a week. For the cost of one Legend, the Boon can also reveal to a Scion how far away and in what direction the location she considers home lies. Alternatively, if the Scion finds herself in a strange place—if she’s been drugged and kidnapped, for instance—this Boon can tell her how far she is and in what direction she traveled from the last place she wasn’t lost.
Hurl to the Horizon
Baseballs, manhole covers, beer kegs and other thrown objects become tiny specks in the distance when the Scion throws them. Having this Knack doubles the distance she can throw something as a feat of strength. It also doubles the Range of a normal thrown item after calculating the standard increase in Range granted for having Epic Strength. This Knack doesn’t make the character any better able to see or hit a target, however. Nor does it impart extra damage to an attack committed with a thrown weapon.
This Knack imbues a Scion with the uncanny ability to remain on his feet despite treacherous terrain or an enemy’s best attempts to knock him down. For instance, a character with this Knack never suffers knockdown (see p. 198) from an attack. The player need not even roll. The character still suffers the damage, but he remains on his feet. Furthermore, a character with this Knack ignores all difficulty penalties based on unstable footing and treacherous terrain. He still suffers speed penalties for moving through ankle- to knee deep water or mud, but his dice pools for actions taken on such terrain suffer no penalties.
Not only do the Scion’s Epic Dexterity bonus successes add to (Dexterity + Marksmanship) dice rolls, he now doubles the bonus he receives from taking an Aim action (see p. 190) as well. What’s more, the player ignores the difficulty penalty for the character to either disarm an opponent with a ranged special attack or mark his opponent without causing damage. (See “Special Attacks” on p. 199.) A character must take an Aim action in order to be able to ignore such penalties, though. If a character fires from the hip or blazes away in a cordite-reeking, brass-raining, muzzle-strobing gunfight, only the regular bonus successes from his Epic Dexterity apply.
The Scion might as well be a ghost for all her enemies can lay a hand or a weapon on her. The Scion doubles the benefit that her Epic Dexterity dots add to her Dodge DV. She also ignores an amount of DV penalties due to unstable terrain equal to her Epic Dexterity dots. Only the normal Epic Dexterity bonus applies to the character’s Parry DV, though, and this Knack’s bonus to Dodge DV doesn’t apply if the character is merely hiding behind cover or tucked in behind a scutum like a lowly turtle. Only if the character is physically dodging the attacks that are coming her way does this Knack help her out. Activating this Knack costs one point of Legend. Its effects last for one scene.
The Scion can spend a single point of Legend to convert all the lethal damage from a single attack into bashing damage, though an overload of bashing damage still upgrades existing bashing damage to lethal (see p. 197). This Knack cannot convert aggravated damage into anything less grave. The character cannot convert old lethal damage into bashing damage. The Knack works only on incoming damage from a single attack.
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 restore a spent Legend point by downing a single serving of alcohol: a shot of hard liquor, a bottle or can of beer, a large glass of wine or a flagon of mead, for instance. To gain the Legend, the Scion must down the drink quickly and with at least a bit of flair. Nursing a beer for an hour isn’t worth Legend, 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. In fact, activating this Knack bars a Scion from using his Epic Stamina to resist intoxication. Only normal Stamina applies. Also, characters cannot double-dip for Legend by taking a drink as part of a stunt performed for some other purpose (such a draining a mug of beer then throwing the mug at an enemy’s head as a distraction before an attack).
The Scion is a hunter par excellence. With a successful (Perception + Survival) roll, he can track his prey by scent alone or by almost-invisible physical signs. With this Knack, the hunter can follow his prey across any sort of terrain as long as the prey continues to flee and does not take significant pains to mask its scent or minimize the disturbance its passing causes. (The former entails such extremes as swimming a mile upstream in a rushing river or taking refuge inside a functioning hog-rendering plant. The latter includes little short of levitating or flying.) Picking up a lost trail with this Knack requires a new (Perception + Survival) roll. If the prey has Epic Wits or a Stealth Arete (see pp. 149-150), the hunter’s roll is contested against the prey’s (Wits + Stealth).
ACC (+0) -1
ACC (+) +1
Ammo - (Autofire)
Dodge DV: 9
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