Manipulation

Story
Characters
Gallery
Rules

Manipulation

Knack Tier Prerequisite Cost Roll Effect
Blurt It Out 1 1L Man + Emp Force someone to blurt out the answer to your question.
Kill the Messenger 2 Blurt It Out 3L Man + Aca Grant your Epic Manipulation successes to others who are carrying messages for you.
Return to Sender 3 Kill the Messenger 1L Force targets to return to you after completing the tasks you set them.
Secondhand Persuasion 3 Kill the Messenger 1L Use your Manipulation knacks via the written word.
Extended Influence 4 Secondhand Persuasion 1L Use Manipulation knacks across any understandable medium.
God’s Honest 1 1L Man + Emp Prevent others from attempting to detect your lies.
Takes One to Know One 2 God’s Honest Roll Manipulation instead of Perception to detect lies.
Stench of Guilt 3 Takes One to Know One Instantly know when someone is hiding something in a conversation.
Knowing Glance 4 Stench of Guilt 1L Man + Pre Drain the Willpower pool of a target who is harboring a guilty secret.
Seductive Mien 1 1L Man + Pre Become irresistibly sexually alluring for your target.
Opening Act 2 Seductive Mien 1L Intentionally botch an action to give your Epic Manipulation successes as dice to the next person to attempt it.
Not the Face 3 Opening Act 1+L Man + Emp Cower and prevent attackers from striking you.
Blame James 4 Not the Face 2L Man + Emp Shift blame from yourself to another target.
Overt Order 1 1W Man + Com Force a target to obey a single, blunt command.
Hard Sell 2 Overt Order 1W Man + Com Force a large group of people to obey a single command.
Instant Hypnosis 2 Overt Order 1W Man + Com Implant subliminal commands or force targets to obey complex instructions.
Mass Hypnosis 3 Instant Hypnosis 1L + 1W Man + Com Plant subliminal commands in multiple targets at once.
Deprogramming 4 Mass Hypnosis 1+L Man + Pre Negate the effects of someone else’s Manipulation knack on a target.
Sub Rosa 4 Mass Hypnosis 3L Give ironclad commands and hypnoses while appearing to say something completely different.
Total Recall 1 1L Man + Pre Burn a memory permanently into your target’s mind.
Who, Me? 2 Total Recall 3L Man + Pol Cause yourself to go unnoticed and unbothered as long as you take no hostile actions.
Implant False Memory 3 Who, Me? 1W Man + Emp Implant a fabricated memory in your target.
Obliteration 3 Who, Me? 5L + 1W Man + Pol Prevent anyone from remembering your presence or actions in a scene.
Rumor Mill 1 2L Man + Pol Cause a persistent rumor of your choice to spread.
Trendsetter 2 Rumor Mill 2L Man + Pol Cause a popular and pervasive trend or fashion of your choice to spring up.
Advantageous Circumstances 3 Trendsetter 3L Man + Pol Set a goal that mortals will achieve for you in a domino-like effect.
Commandment 3 Trendsetter 1+L Extend the duration of your Rumor Mill or Trendsetter.
Custom Knacks
Hey, That’s My Line! 2 God’s Honest Add Manipulation dots as dice to your MDV.
Weaver of Webs 3 Hey, That’s My Line! Calculate MDV with Epic Manipulation successes instead of Legend.

ADVANTAGEOUS CIRCUMSTANCES

Prerequisite: Trendsetter
Cost: 3 Legend per use
Dice Pool: Manipulation + Politics
The Scion with this Knack leads a charmed existence when she wishes to. By spending the requisite Legend and taking some action, however small and unrelated, she may inform the Storyteller of a desired outcome of the situation (“I want to meet that waitress,” or “I want this gun to end up in Joseph’s hand”) and watch as events align and fall into place like dominos, leading directly to that effect. She may not have any idea how events will unfold to get her what she wants, but she may rest secure in the knowledge that they will do so. This Knack generally only bends mortals into unwittingly achieving the Scion’s goal; if she finds herself in a situation wherein Legendary beings are available to do so, she must gain more successes than their combined Legend ratings.

BLAME JAMES

Prerequisite: Not the Face
Cost: 2 Legend
Dice Pool: Manipulation + Empathy
By putting on her best innocent face, the Scion with this Knack may not only convince a target that she is blameless in a specific situation but redirect their ire to a new person entirely. By activating this Knack, she may do some fast talking to claim that another nearby person is to blame for a particular infraction, and her clever machinations and misdirections will ensure that she is believed by her target.

BLURT IT OUT

Prerequisite: None
Cost: 1 Legend per use
Dice Pool: Manipulation + Empathy
The Scion with this Knack has no patience for liars or those who may wish to give him the runaround. By spending the requisite amount of Legend and asking a direct question, he may cause the target of his interest to suddenly blurt out the answer as truthfully as possible, whether or not they might wish to do so.

COMMANDMENT

Prerequisite: Trendsetter
Cost: 1+ Legend per use
Dice Pool: None
Not content with the usual rise and fall of interest among mortals and gods, the Scion with this Knack may extend rumors and fads until they become facts of life, altering the very fabric of the societies around her. Whenever she uses the Rumor Mill or Trendsetter Knacks, she may spend this Knack’s cost to extend their effects; one point of Legend spent extends the Knack’s duration from weeks to years, three points extends it to decades and five points extends it to centuries, making the Scion’s phenomenon an enduring part of life.

DEPROGRAMMING

Prerequisite: Mass Hypnosis
Cost: 1+ Legend
Dice Pool: Manipulation + Presence
Sometimes reversing a power is much more important than laying down the law with a new one, and the Scion with this Knack knows how to undo the most soundly entrenched of meddlings. If the Scion knows that a subject has been affected by some form of mind-altering or influencing Knack or Boon, she may reverse it, provided that she possesses the same power herself, spends the same number of additional Legend points as the being who originally laid it on her target, and overcomes their activation successes. A target thus relieved of an affliction is instantly restored to their normal frame of mind.

EXTENDED INFLUENCE

Prerequisite: Secondhand Persuasion
Cost: 1 Legend per use
Dice Pool: None
The Scion with this Knack is so perfectly attuned to others that she can get her point across no matter how she has to communicate it. She may spend this Knack’s cost along with any other Manipulation Knack’s in order to use it in spite of the usual restriction that requires her to speak directly to her target; whether she manipulates her target via sign language, telepathic nudging or even via long-range radio or television broadcasts, if her target can understand her, the Manipulation Knack may be used on them as normal.

GOD’S HONEST

Prerequisite: None
Cost: 1 Legend per use
Dice Pool: Manipulation + Empathy
With a simple wave of his hand and an affirming phrase, the Scion with this Knack may wipe away doubt in the mind of his target. As long as he appends a reassuring phrase (such as “I promise,” or “Scout’s honor”) to his statement, he may cause his target to do their very best to believe what he says, even if it would normally seem completely far-fetched. Targets must roll to resist this Knack as normal; if they fail to overcome the Scion’s successes, they cannot roll Perception + Empathy to attempt to detect the falsehood he is shamelessly perpetrating and are forced to simply believe what he says.

HARD SELL

Prerequisite: Overt Order
Cost: 1 Willpower per use
Dice Pool: Manipulation + Command
The Scion with this Knack is able give commands in such a way that they are impossible to ignore, even for a large group of people. By spending the requisite cost and giving a simple command, he may force any people within his earshot who understand the command to instantly obey (though it’s likely they may be very upset about this use of force afterward). He may command only a number of people up to his successes, may only give them a short sentence command, and must be audible and understandable in order for them to obey (he cannot give commands via electronic means or in unfamiliar languages).

IMPLANT FALSE MEMORY

Prerequisite: Who, Me?
Cost: 1 Willpower per use
Dice Pool: Manipulation + Empathy
As long as she has first used the Instant Hypnosis Knack on someone, the Scion with this Knack may take things a step further and actually implant a fabricated memory into her victim’s mind, causing them to staunchly believe in events that never actually occurred. Such a memory seems perfectly real to the hypnotized subject, and cannot be removed except by use of the Deprogramming Knack.

INSTANT HYPNOSIS

Prerequisite: Overt Order
Cost: 1 Willpower per use
Dice Pool: Manipulation + Command
By making eye contact with his target and maintaining it for a few seconds, the Scion with this power may lay the seeds for his own future control, unknown to even the target himself. By spending the requisite cost, the Scion may implant a simple command in his target’s mind to be triggered later, allowing him to be far away or seemingly uninvolved in events when they actually play out. Even if the target fails to resist the Scion’s subliminal command, if it is an abhorrent act or otherwise flies in the face of a staunch belief, she may make one last attempt to deny it at the moment before it activates, rolling her Wits + Integrity against a difficulty of the Scion’s Legend rating.

KILL THE MESSENGER

Prerequisite: Blurt It Out
Cost: 3 Legend per use
Dice Pool: Manipulation + Academics
One of the greatest powers of manipulation is the ability to have someone else do your dirty work for you; the Scion with this Knack knows just how to get that accomplished, even if her accomplice is less than proficient in the persuasive arts. She may explain to her target exactly how to manipulate others to his best advantage; as long as her target follows her instructions, he may add her successes from Epic Manipulation to his own rolls of that attribute, buttressed by borrowed knowledge of what strings to pull in his targets. The target retains the benefits of this Knack for a number of days equal to the Scion’s successes, but may only use it in situations specifically provided for by the Scion; if he attempts to use it in a situation not covered by the Scion’s instructions, or in an attempt to work against the Scion’s best interests, it fails to work.

KNOWING GLANCE

Prerequisite: Stench of Guilt
Cost: 1 Legend per use
Dice Pool: Manipulation + Presence
Angering the Scion with this Knack is a dangerous proposition; if he believes that he someone might be keeping a secret, all he need do is make eye contact and spend the requisite Legend cost to let his target know it. The target is immediately drained of Willpower points as he or she is afflicted with the knowledge that someone knows his or her terrible secret; the Scion need not know what that secret is or why the target is hiding it, but the target him- or herself is nevertheless tortured by a conviction that someone has discovered it. If by some chance the target is totally innocent of keeping any secrets (guilty secrets, that is – mundane secrets such as surprises planned for loved ones or unspoken crushes are unaffected by this Knack), however, nothing happens and the Scion has simply wasted his point of Legend. This Knack only functions against those who have equal or less Epic Manipulation than does the Scion; others are simply too good at misdirection for the Scion to beat them at their own game.

MASS HYPNOSIS

Prerequisite: Instant Hypnosis
Cost: 1 Legend and 1 Willpower
Dice Pool: Manipulation + Command
Rather than convincing her subjects one at a time, the Scion with this Knack may bring an entire group of people under her sway at one time. She may implant one subliminal command in up to as many people as she gains successes, though multiple commands will require multiple uses.

NOT THE FACE

Prerequisite: Opening Act
Cost: 1+ Legend per use
Dice Pool: Manipulation + Empathy
By cringing, feinting, or otherwise letting his opponent know that he does not wish to be hit, the Scion with this Knack may force them to hesitate, giving him enough time to run for it or take some other action without fear of being struck. Whenever he is attacked in combat and is about to be struck, he may cower and reflexively activate this power, causing his attacker to lose one tick of action as they hesitate; the Scion must make his cringe or cower a stunt in some manner, however, or it will not be sufficiently impressive to stop an attacker bent on his demise. His attacker may instantly choose to take another action on the next tick, which may be anything as long as it is not a violent act aimed at the Scion; after that, he is free to act as he chooses once again. The Scion may use this Knack on the same opponent more than once per scene, but each time he does so causes its Legend cost to increase by one.

OBLITERATION

Prerequisite: Who, Me?
Cost: 5 Legend and 1 Willpower per use
Dice Pool: Manipulation + Politics
The Scion is now so skilled at meddling with the memories of others that she can completely erase herself from them, giving her immunity to the recriminations or investigation of others. Whenever she chooses to pay the requisite cost for this Knack, the Scion becomes completely unrememberable for the remainder of the scene; no matter what she does, be it destroying an important artifact, insulting a powerful god or even killing a comrade, those who witnessed the deed will find themselves completely unable to remember her doing it after the fact. Those with whom the Scion did not directly interact do not remember that anyone was there at all; those whom the Scion specifically interacted with, even to the point of physically assaulting someone, will remember that the interaction occurred but be completely at a loss as to who it was that performed it. This memory loss is permanent and cannot be counteracted by any means except for other Manipulation Knacks; nothing the Scion did during the scene can be remembered or traced back to her by anyone else who was there. Witnesses may roll Intelligence + Politics against the Scion’s successes; if they succeed, they may remember the scene’s details in full, but if they fail find themselves helpless to identify the shadowy figure of their memories.

OPENING ACT

Prerequisite: Seductive Mien
Cost: 1 Legend per use
Dice Pool: None
Misdirection is the bread and butter of many a manipulative Scion, and sometimes that includes taking a fall in order to see that his goals are ultimately realized. Whenever he chooses to pay this Knack’s activation cost, the Scion may intentionally perform an action so poorly that it makes the next person to perform it after him look that much better, granting his Epic Manipulation successes as dice to their roll. This Knack may only be used in non-combat situations such as contests, conversations or artistic endeavors, allowing the Scion to stealthily aid his comrades through his sheer ability to look completely inept.

OVERT ORDER

Prerequisite: None
Cost: 1 Willpower per use
Dice Pool: Manipulation + Command
The Scion with this Knack simply forces others to do as she wishes, autocratically or more subtly by embedding the command within a larger sentence. When she activates this power, she may give one simple command which her target must obey if they fail to resist.

RETURN TO SENDER

Prerequisite: Kill the Messenger
Cost: 1 Legend per use
Dice Pool: None
Manipulation is all about making the best use of the resources at the Scion’s command, and those resources are usually in the form of people he can send on his errands and bend to do his bidding. Whenever the Scion with this Knack uses Epic Manipulation or one of its Knacks to send someone on an errand, he may also spend for this power in order to force his subject to return to him once the job has been completed, giving them an exact place to meet once they have completed their goal. Should the Scion fail to show up for this rendezvous, his target is immediately freed from this Knack’s effects and may once again choose to go where he pleases. This Knack also cannot force a person to risk their life in order to meet with the Scion, and can be ignored if doing so would mean certain death.

RUMOR MILL

Prerequisite: None
Cost: 2 Legend per use
Dice Pool: Manipulation + Politics
Dropping a suggestive hint in someone’s ear is all it takes for the Scion with this Knack, a master of subtlety, to set off the equivalent of a social or cultural bomb. By spending the Legend cost and casually mentioning a suspicion or idea to any bystander, the Scion may start a tidal wave of gossip and rumors among as many people as she gains successes. While she may only start that many people talking, rumors are rumors; odds are, they’ll pass it on to others of their own accord, and she may find that she’s created a sensation that spreads in scope according to the following table:

Successes Rumor’s Range
1 Everyone in the neighborhood
5 Everyone in the city
15 Everyone in the urban areas of the region
20 Everyone in the urban areas of the country
30 Everyone in the country
35 Everyone in the hemisphere
45 Everyone in the World
50 Everyone in non-closed Terrae Incognita
60 or more Everyone in the Overworlds and Underworlds

The rumor continues to spread outward for a number of days equal to the Scion’s successes, and lasts for a number of weeks equal to his Epic Manipulation successes.

SECONDHAND PERSUASION

Prerequisite: Kill the Messenger
Cost: 1 Legend per use
Dice Pool: None
Now so impressive in his manipulative skills that he is impossible to resist even indirectly, the Scion with this Knack may use his Epic Manipulation rolls and Knacks through the written word, affecting anyone who reads his missive as if he had spoken the command aloud. The Scion may name a specific target upon whom the message will specifically work, but he need not unless he wishes to; if he does not, the next person to read the message will be affected by it, regardless of the Scion’s original intent. Once the message has been read and the Scion’s manipulation has taken effect through it, it becomes only a normal piece of writing again; if he wishes, however, the Scion may spent a permanent dot of Willpower to cause the message to remain permanently convincing, affecting others no matter how many times it is read.

SEDUCTIVE MIEN

Prerequisite: None
Cost: 1 Legend per use
Dice Pool: Manipulation + Presence
A Scion with this Knack knows that the fastest way to someone’s heart is generally through their reproductive organs. As long as the Scion spends at least five minutes in conversation and interaction with her subject, her ability to vamp is so great that she may then make a contested roll to attempt to seduce them, regardless of her appearance, demeanor, or any other information that might normally make her less than desirable. Once per person per day, the Scion may overcome all their natural objections or disinclinations and successfully seduce them; if she does, they remain positively disposed toward her even after the act, unable to realize that they have been duped for at least one hour due to the overwhelming attraction she has fooled them into.

STENCH OF GUILT

Prerequisite: Takes One to Know One
Cost: None
Dice Pool: None
So attuned to the art of deception is the Scion with this Knack that he knows instantly if someone is trying to hide something from him in conversation, even if they are not outright lying. While he doesn’t necessarily know what’s being hidden from him, he will always get the sense that something is, and be able to act accordingly. This Knack only affects targets with less than or equal the Scion’s Epic Manipulation.

SUB ROSA

Prerequisite: Mass Hypnosis
Cost: 3 Legend per use
Dice Pool: None
The most effective manipulations are usually the subtlest, and the Scion with this Knack has elevated that subtlety to an art form. Any time that he uses any other Manipulation Knack, he may spend the Legend cost to subliminally instruct the subject to do something other than what it appears he has ordered him to do. For example, a Scion with an ulterior motive might instruct someone to “Eat this chocolate cake,” and then be able to claim total innocence when the man, acting on his unspoken command of “Kill Timmy for me,” turns and murders his neighbor instead of chowing down. Anyone who overhears the Scion’s initial command and is able to overcome his successes on a Perception + Empathy roll is able to realize the truth of the matter.

TAKES ONE TO KNOW ONE

Prerequisite: God’s Honest
Cost: None
Dice Pool: None
The Scion with this Knack is a liar through and through, and consequently always knows instinctively when she is being lied to, no matter how skillfully the liar obscures their deception (though she will not necessarily know what she is being lied to about if the liar makes more than one statement at one time). Whenever anyone with equal or fewer dots of Epic Manipulation than herself lies to her, the Scion may choose to roll her Manipulation instead of her Perception to attempt to notice the prevarication.

TOTAL RECALL

Prerequisite: None
Cost: 1 Legend per use
Dice Pool: Manipulation + Presence
By specifically playing upon the instinctive memory triggers in his target’s environment, the Scion with this Knack may impress a memory so indelibly upon them that it becomes completely unforgettable. By giving his target a specific phrase, moment or memory that he wishes them to retain and spending a point of Legend, the Scion burns it into their memory, giving them complete and total recall of it no matter what else may transpire or how unimportant it might have seemed at the time. If the target fails to resist, only use of other Manipulation Knacks can remove the eternal reminder from his or her mind.

TRENDSETTER

Prerequisite: Rumor Mill
Cost: 2 Legend per use
Dice Pool: Manipulation + Politics
The fads and trends of the mortal (and even divine) world are as easy to manipulate for the Scion with this Knack as an individual’s actions might be. By finding a public place and intentionally performing some action, speaking some phrase, or simply existing in a unique fashion, the Scion may cause everyone around her to take note, and some to begin emulating her fashion or style automatically, believing it to be the best thing since sliced bread. The widespread staying power of the fad is dependent on conditions as with any trend, but the Scion may potentially affect astounding numbers of people with it if he so chooses, as determined by his successes:

Successes Trend’s Range
1 Everyone in the neighborhood
5 Everyone in the city
15 Everyone in the urban areas of the region
20 Everyone in the urban areas of the country
30 Everyone in the country
35 Everyone in the hemisphere
45 Everyone in the World
50 Gods of the Scion’s pantheon
60 or more Gods of other pantheons

The trend reaches its heyday in a number of days equal to the Scion’s successes, and lasts for a number of weeks equal to his Epic Manipulation successes.

WHO, ME?

Prerequisite: Total Recall
Cost: 3 Legend per use
Dice Pool: Manipulation + Politics
While taking center stage is all well and good at the appropriate moment, the Scion with this Knack also knows how to fade into the background when it becomes prudent to do so, making herself merely a bystander to whatever might be going on. By spending the requisite cost, the Scion makes herself so innocuous that others immediately discount her as harmless and unimportant for the remainder of the scene; in combat, no enemy will bother with her unless she is the only one left standing, while in any non-violent scene she becomes so unnoticeable that others may forget she was there entirely. The Scion herself must take care to keep her harmless façade intact, however; she cannot take any violent action while under the effects of this Knack, and cannot make herself a key player or heavily involved party in whatever is transpiring around her. If she does so, this Knack’s effects end immediately and everyone is free to notice her again.

HEY, THAT’S MY LINE!

Prerequisite: God’s Honest
Cost: None
Dice Pool: None
It’s not much of a step for Scions who employ manipulative tactics to be able to intuit when these tactics are being used on him. He may add his dots in Manipulation to his MDV. This Knack may only stack with two other Tier 2 resistance Knacks.

WEAVER OF WEBS

Prerequisite: Hey, That’s My Line!
Cost: None
Dice Pool: None
Just as a spider cannot be caught in her own web, a true expert of mind-tangling is especially keen when it comes to identifying and eluding similar tangles. She may use her automatic successes in Epic Manipulation instead of Legend when calculating MDV. This Knack does not stack with Untouchable Presence, Disorienting Countenance, Audit Self, Parapet of the Mind, or Crazy Like a Fox.

Manipulation

God-Touched Nut_Meg