Whether it's due to your rugged good looks or your terrifying demeanor, people just tend to stay out of your way. Characters without a Legend score can't step into your path without a very good reason - and even then they must spend a Willpower to render themselves immune for the scene. Such mundane folks won't approach you at a party, and crowds automatically part for you walk between them. This even works during rush-hour traffic. The cars go out of their way to leave an opening for you - no one wants to provoke your road rage. Ignore all DV and movement penalties caused by throngs of mundane mortals. This benefit extends to anyone following immediately after you - which is good when guiding friends through a crowd, but bad when trying to escape pursuit.
You may take this Knack regardless of being Epically beautiful or ugly - smokin' good looks can flabbergast and intimidate just as well as horrific scars do.
Activating the knack for a scene costs 1 Willpower. Should that backfire, you may spend a second Willpower to deactivate it mid-scene.
note: This knack was taken from r_b_bergstrom's blog. The only change is to make it require payment to turn on rather then to turn it off.
Less than a
minute after you get out of the water, your hair
and clothes are dry. Bloodstains fade from your Italian suit in
moments. You
could crawl out of the crater at ground zero, and be ready for a
debutante ball
minutes later. Bullet-holes and rapier-pricks in your waitress uniform
look as
fashionable as this season's plunging neckline from a name designer.
Your perm
is as permanent as you'd like, and your 'do won't do anything you'd
rather it
didn't.
In short, nothing can stop you from looking hot for more
than a scene. As soon as you're alone, or the camera cuts, your body
and
fashion returns to its beautiful apex. Mechanically, you are able to
eliminate
one dot of penalties to any social roll for each dot of Epic Appearance
you have,
provided such penalties are caused by stains, holes, wrinkles, or
general
disheveledness. This affect is free if you're alone and off-camera, but
may be
invoked on cue via a Speed:3 (DV-1, Diceless) action (representing
straightening your collar, running a comb through your hair, or similar
preening) and a point of Legend.
note: This knack was taken from r_b_bergstrom's blog.
Your dichotomous appearance renders you a living bisociation. Like Hel, Galadriel, or Dr Jeckyll, you can be riveting or horrific as you please. You are capable of transforming between the two as fits your whims. The default assumption is that you are beautiful or ugly, whichever you chose when you first took Epic Appearance. However, you also have another self-image that is superficially the opposite. The main benefit of this is that you can now freely take Epic Appearance knacks of both the beautiful or ugly varieties.
You must detail the other (previously hidden) appearance at the time you take this knack. Eye and skin color can change slightly, proportions and posture can alter, etc. However, it does not grant any other powers, and so your other form must still be human (unless you have some Boon that grants other options). The two versions of you are still thematically linked - average mortals wouldn’t recognize you, but legendary creatures and trained investigators could identify both versions as being the same. Should it ever come down to a die roll, being transformed gives you +1 autosuccess at attempts to avoid recognition vs those who’ve only seen your other form.
You may transform into your other self at any time, by expending 1 Legend as a reactive diceless action.
note: This knack was taken from r_b_bergstrom's blog. The cost was changed to 1L and action changed to a reaction. should there be a large number of knacks this affects in the future instead of the current three, that might need to be readjusted.
The Scion is so charismatic, he or she has friends everywhere. Once per scene, the character's player may spend a Legend to cause a (seemingly-random) NPC friend to enter the location. The storyteller is the final arbiter of who arrives and under what circumstances, but the NPC is generally always inclined to be helpful to the PC and at least useful in some minor or tangential fashion. The player can make a suggestion which NPC they'd like right now, but the GM is under no obligation to fulfill their request.
More often than not this should bring some existing fatebound NPC, typically a mortal. But, if the Storyteller feels so inclined, they can of course sometimes have friends of a supernatural nature show up, such as Followers or Guides. The GM can also improvise and introduce a new NPC, such as old high school chums or "your waitress from an off-camera scene two nights ago, you'd left her a really good tip and she remembers you".
You don't generally have to fear the GM using this to grease your NPC buddies or take them hostage before they can do anything. The summoned NPC has script immunity until the end of the scene or until they've done something useful or helpful (such as giving a clue or putting in a good word on your behalf), whichever comes first.
That said, only a sadistic or masochistic PC would use this knack in exceptionally dangerous places. If used in heart of a volcano, the NPC could start taking environmental damage as soon as they've served a beneficial purpose. If used in the villain's dungeon, the NPC might arrive as a fellow prisoner. If used in the underworld, you may find a ghost of a dead childhood friend shows up to help you. The Storyteller is encouraged to be clever.
note: This knack was taken from r_b_bergstrom's blog.
You tell the darnedest jokes. By sharing a brief witticism, strange or flirtatious comment, or a funny face, you can make any character smile, laugh, giggle, or blush in spite of themselves. Doing so costs you nothing, and is a reflexive action that affects equally anyone who sees or hears it. The content of the joke is irrelevant, all that matters is the moxie and chutzpah with which you deliver it. The effect lasts only a few seconds per use, and does not inflict mechanical penalties of any sort. For one willpower, you can make an individual "not get it" - in that case they alone react as they see fit, not necessarily as you directed
The most potent use of this knack is thus to create complicated situations by making someone react inappropriately in public, or make people feel self-conscious. Characters with Legend zero have no defense against this. Those with a Legend of 1 or higher may guard themselves against it after your first use. One willpower renders them immune for all future attempts for the rest of the scene. If they encounter you again in a later scene, they may spend a willpower as soon as they see or hear you.
This knack has other, more benign, uses as well. It can help to break the tension or establish yourself as a friendly fellow. If you use this in a way that leaves no one feeling left out, miffed or embarrassed (GM's call if that's debatable), it gives +1 die on all the social rolls you make for the remainder of this scene. This is not cumulative with itself - telling lots of jokes doesn't result in an ever-increasing die pool.
note: This knack was taken from r_b_bergstrom's blog.
You are terribly good at creating catchy jingles or clever slang that stick in peoples minds. With the expenditure of a Legend point and a roll of your Manipulation + Art vs their Willpower + Integrity + Legend, you can stick a melody or catch-phrase in a person's subconscious. Over the next two weeks, they will hum that tune or use that catchphrase no fewer than (your Epic Manipulation Successes) times. To reduce the frequency, they must spend Willpower - each point removes a single instance from their required destiny.
What's more, if you use this power in a public forum (such as at a big party, in a post on a popular website, or on a call-in radio show) you may be able to make it stick in the local or national consciousness at the cost of a Legend and a Willpower.
It takes 10-30 successes to attach your meme to a specific group or subculture. 10 for all the neighborhood kids, 20 for a segment of alt culture, and 30 to affect everyone of a certain generation or political party within your city.
40 successes will make it a nation-wide manic flash-in-the-pan that eventually dies, like "Where's the Beef?" or dancing the Macarena.
50 successes will make it an accepted long-term part of an entire culture's lexicon. Famous examples of that last category include such notables as "one small step for man, one giant leap for mankind," made-up words such as "hello" and "blog", and the opening chord which starts A Hard Day's Night. (Admit it - you heard that chord the moment you read that.)
80 successes generates a memorable concept that will survive the death of the culture it is embedded in, such as the many conflicting and erroneous tales of the Trojan War.
Note that sticking a jingle or catchphrase in someone's head does not automatically make them understand it, believe it, or agree with it. It's just catchy, not illuminating.
note: This knack was taken from r_b_bergstrom's blog.