Fortune
The Purview of Fortune exerts its power through blessings and curses, manipulating that which mortals call chance and the Gods know as destiny. It exerts the subtle power of coincidence and synchronicity, contriving events and changing the World. It is not prophecy, but it can tug at the threads of Fate to arrange improbable scenarios and enable deeds that defy belief.
Duration: Condition
Subject: One character
Range: Medium
Action: Simple
You divine a character’s luck in the near future. Out of character, you decide whether they will enjoy good or suffer bad luck as a Condition. Once per scene, before that character makes a roll, you can declare that their luck intervenes — good luck lowers the target number by 1, while bad luck increases it by 1. You can invoke their luck even if your character is not in the scene. A character’s good luck runs out once this benefit has been applied a total of your (Legend + 1) times. Bad luck runs out at the end of a scene where a failure on the penalized roll led to significant consequences, or if the victim accepts a botch offered by the Storyguide on any action.
Duration: Instant
Subject: One character Fatebound to you
Range: Infinite
Action: Simple
You invoke the Fatebindings of a character tied to you to cause them to appear in the narrative and provide a benefit based on their Fatebindings role without it counting against the usual once per episode limit. Synchronicity arranges for that character to be near enough to arrive rapidly with a completely plausible explanation — maybe they’re visiting their family, or stalking you, or their plane had to make an emergency landing nearby. If the Storyguide agrees, this can even bring characters into Terra Incognitae and other realms of existence (maybe they tripped through a portal).
Duration: One scene
Subject: Self
Action: Simple
Your luck is strong enough to survive impossible accidents and deadly firefights. You add +1 Defense against attacks and have Enhancement 2 on any roll where you could suffer physical harm as a direct result of failing it.
Boons
DIVINATION
Cost: Spend 1 LegendDuration: Condition
Subject: One character
Range: Medium
Action: Simple
You divine a character’s luck in the near future. Out of character, you decide whether they will enjoy good or suffer bad luck as a Condition. Once per scene, before that character makes a roll, you can declare that their luck intervenes — good luck lowers the target number by 1, while bad luck increases it by 1. You can invoke their luck even if your character is not in the scene. A character’s good luck runs out once this benefit has been applied a total of your (Legend + 1) times. Bad luck runs out at the end of a scene where a failure on the penalized roll led to significant consequences, or if the victim accepts a botch offered by the Storyguide on any action.
FATEFUL CONNECTION
Cost: Spend 1 LegendDuration: Instant
Subject: One character Fatebound to you
Range: Infinite
Action: Simple
You invoke the Fatebindings of a character tied to you to cause them to appear in the narrative and provide a benefit based on their Fatebindings role without it counting against the usual once per episode limit. Synchronicity arranges for that character to be near enough to arrive rapidly with a completely plausible explanation — maybe they’re visiting their family, or stalking you, or their plane had to make an emergency landing nearby. If the Storyguide agrees, this can even bring characters into Terra Incognitae and other realms of existence (maybe they tripped through a portal).
NINE LIVES
Cost: Imbue 1 LegendDuration: One scene
Subject: Self
Action: Simple
Your luck is strong enough to survive impossible accidents and deadly firefights. You add +1 Defense against attacks and have Enhancement 2 on any roll where you could suffer physical harm as a direct result of failing it.
Innate Power: You can sense the presence of Fatebindings when you interact with someone. If you later meet the other “half” of a binding that you have already sensed, you can tell the two characters are bound together. You can also sense when a Prophet or Sorcerer manipulates Fate with their Knacks or other powers, identifying them as the one responsible even if the effect cannot normally be perceived.
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