Knacks

A knack is a special, supernatural or peculiar ability or skill that a character has. Something so out of the ordinary as to need to be its own thing. Examples of knacks from the book might include the opening abilities of the house of the arch, the Marquis’ ability to create binding promises , Richard’s prophetic dreams , or the Velvets' ability to drain the heat from a person to feed.

You can pick your own knack but it’s more likely to be dictated by the tribe or fiefdom to which you belong, though you can swear fealty to a fiefdom without taking on its associated powers. You only get to pick one Knack, at novice level, with a new character, so choose carefully, some of them are essential if you’re playing a member of that tribe or fiefdom and you cannot be a member of that group without it. Others can be learned later on, if you become a member of that fiefdom. You can take your knack from a tribe, a fiefdom or it can be something of your own, created with the Conductor’s help. You can also elect to wait, and get one in play.