>[!danger]- **Adversary** (*Titan*) >Adversary Knacks let you understand a person’s weakness and turn it against them, whether to destroy them or force them to change. Adversary knacks are based around opposition and betrayal. >[!info]- **Creator** (*Divine*) >Mortal Creator Knacks enhance your ability to craft, shape, and even destroy things. Creator Knacks are driven by the concepts of building and shaping. >[!tip]- **Collector** (*Dragon*) >Collector Knacks improve your ability to gather and curate your hoard, as well as focusing your mind on commerce and numbers. They are driven by the concepts of ownership and analytics. >[!faq]- **Corruptor** (*Mythos*) >The Guardian protects her charges and those around her keeping them from harm, while the Corruptor instills herself into her charges, whispering poison in their ears until they fall prey to her whims. The Corruptor takes something or someone and infuses it with her own vile wants and desires until there is nothing left of the original. >[!faq]- **Cosmos** (*Mythos*) >While the Sage is a wise leader, a great tactician, or a fount of knowledge, the Cosmos is a faceless and nameless entity, unknowable and inscrutable. Inside a vast knowledge of infinite depths waits a shadow looking and seeking to learn more. It shares its knowledge, breaking the minds of any who touch it, as it takes all it can in return. >[!faq]- **Defiler** (*Mythos*) >The Healer cures the sick; the Defiler keeps the sick alive so that its pestilence can spread to more victims. It may heal a wound or repair the broken, but the end result is always worse than the initial problem. >[!danger]- **Destroyer** (*Titan/Dragon*) >Destroyer Knacks bestow the power to crush and destroy objects and enemies alike. They are driven by the concepts of destruction and forcefulness. >[!info]- **Guardian** (*Divine*) >Mortal Guardian Knacks gift you with the vast fortitude and sharp senses, to better protect those you have sworn to guard. Guardian Knacks are driven by the concepts of durability and protection. >[!info]- **Healer** (*Divine*) >Mortal Healer Knacks improve your ability to heal and help your allies with mundane medicines. Immortal Healer Knacks endow you with the power to stay death itself. Healer Knacks are driven by the concepts of purification and restoration. >[!info]- **Hunter** (*Divine*) >At the Mortal level, Hunter Knacks improve your ability to pursue and track a target and avoid detection when on the hunt. Hunter Knacks are driven by the concepts of pursuit and perception. >[!info]- **Judge** (*Divine*) >Mortal Judge Knacks give you power over the truth and analysis, and enhance your ability to be just. Immortal Knacks bind you and others to powerful oaths and use the force of someone’s guilt against them. Judge Knacks are driven by the concepts of judgment and scrutiny. >[!info]- **Leader** (*Divine*) >Mortal Leader Knacks grant you the power to hold sway over your followers and keep order in the midst of chaos. Leader Knacks are driven by the concepts of charisma and control. >[!info]- **Liminal** (*Divine*) >Liminal Knacks at the mortal level grant you the power to send messages, to ease your travels, and to draw upon the silence at the edges of mortal perception. Liminal Knacks are driven by the concepts of boundary and distance >[!info]- **Lover** (*Divine*) >Mortal Lover Knacks bestow upon you domain over relationships, attention, and other’s emotions. Lover Knacks are driven by the concepts of emotion and relationships. >[!danger]- **Monster** (*Titan*) >Monster Knacks unleash your inner beast, often transforming your flesh to match. They are powered by the concepts of transformation and predation. Characters with any dots in Monster gain access to a Monstrous Urge — a condition that reflects the beast that dwells within them. You can activate your Monstrous Urge anytime you are injured, threatened, or embarrassed. >[!info]- **Mystic** (*Divine*) >Mystic Knacks grant you power to command knowledge of The World and its magic. They are driven by the concepts of understanding and knowledge. >[!tip]- **Nomad** (*Dragon*) >Nomad Knacks grant you the power to travel vast distances with ease. They are driven by the concepts of journeying and navigation. >[!info]- **Outsider** (*Divine*) >While the Outsider might be alluring for those who want to strike out on their own, one must remember that it’s often their relationships that make them who they are. They need a foil: Loki has Thor, Sun Wukong has damn near everybody, and thus you, too, need the bonds of your bandmates to fulfil your role as the Outsider. >[!tip]- **Predator** (*Dragon*) >Ruler Knacks grant you the power to direct others and lead them fearlessly. They are driven by the concepts of authority and command. >[!danger]- **Primeval** (*Dragon/Titan*) >Primeval Knacks allow you to inhabit, exemplify, and resonate with aspects of the World such as weather, seasonal change, or the land itself. They are driven by the concepts of embodiment and environment. >[!info]- **Psycopomp** (*Divine*) >Psychopomps are Legendary for their ability to facilitate communication between Gods and mortals, and to guide others through the Realms. Like Liminal figures, they can often be found traveling outside the usual territory of their pantheon, but unlike them, they are not necessarily outsiders: instead, they are recognized emissaries who carry out the duties of their station. Some Psychopomps specialize in particular routes, such as leading the dead to and from an Underworld or announcing prophecies to devotees of the Gods, but others carry messages of all kinds. >[!tip]- **Ruler** (*Dragon*) >Ruler Knacks grant you the power to direct others and lead them fearlessly. They are driven by the concepts of authority and command. >[!info]- **Sage** (*Divine*) >Mortal Sage Knacks boost your command of academic knowledge, including your ability to learn and teach. Sage Knacks are driven by the concepts of information and observation >[!info]- **Shepard** (*Divine*) >Shepherd Knacks at the mortal level have the power to choose a Ward and support them, allowing them to shrug off wounds or effects that would otherwise be debilitating, or Fatebind them with others with relative ease. These Knacks operate on the concepts of allyship and aid. >[!faq]- **Torturer** (*Mythos*) >The Warrior aims to do violence, engaging in bloody battle to defeat her enemies. The Torturer seeks to inflict pain, drawing out a bloody existence for the sheer joy of it. The Torturer is not governed by a lust for battle, but a cold and calm desire for inflicting pain. No cause drives it, no passions fuel it, and no glory or legend tempts it. It uses its violence for pleasure: the pleasure it gets from watching others scream. >[!info]- **Trickster** (*Divine*) >At the Mortal level, Trickster Knacks help you lie, cheat, and steal. Trickster Knacks are driven by the concepts of deception and larceny. >[!danger]- **Tyrant** (*Titan*) >Tyrant Knacks enable you to impose your will on others, or make them suffer for disobeying you. They are driven by the concepts of oppression and authority >[!info]- **Warrior** (*Divine*) >The most direct of the Callings. Warrior Knacks make you a master of weapons and a crusher of foes. Warrior Knacks are driven by the concepts of conflict and violence. >[!tip]- **Watcher** (*Dragon*) >Watcher Knacks give you incredible power of observation, allowing you to keep a close eye on your enemies from any distance away. They are driven by the concepts of surveying and analysis.