Character Conditions

Fatebound Relic Condition

A Scion may Fatebind someone else’s Relic to claim it as his own Birthright. If he does, it gains this role Condition as an archetype.
The Scion’s player chooses a Storyguide character present in the scene. That character recognizes the Relic he wields by its reputation or its original owner’s, and the Scion may benefit from one of that owner’s Legendary Titles or relevant Paths as though it were his own while interacting with that character in this scene.
As invoke, but the Storyguide chooses the character who recognizes the Relic, and instead of benefiting from it, the Scion experiences the backlash of Fate tugging the Relic’s strings. He gains one point of Legend and the Difficulty of his next task while interacting with the character increases by one.
Ordinarily, a Scion wouldn’t resolve this Condition, instead simply invoking and/or compelling it to increase the Fatebinding’s Strength until the Relic became his Birthright. But no Scion’s life is bereft of dramatic twists of Fate. The Scion may resolve this Condition to boldly renounce the Relic, giving up any claim to it and instead immediately acquiring a new Fatebinding to another character in the scene equal to the Strength of this one, with an archetype appropriate to the way in which the Scion renounced the relic. The Relic is either returned to its original owner or abandoned to be claimed by another

Imperiled Condition

Some external force has put the Fatebound character (or the relationship itself) at risk. This Condition is normally applied by compelling a role Condition, but the Storyguide may apply it in other instances to generate plot or bring a neglected character back into the story.
The Storyguide defines a Peril that the Scion must remove. This can be literal, physical peril (“the asuras captured Steve!”), a favor the Fatebound character needs (“I’m in deep with Sigrun Leg-breaker, can you spot me?”) or a problem in the relationship itself (“that’s the fourth time you’ve blown off date night!”). Whatever the Peril, addressing it shouldn’t take more than a scene (an action-adventure scene against the asuras, intrigue with the loan shark, or a complex action to arrange a perfect date), but it should require a hard choice or risk on the character’s part.

An Imperiled character reduces their Defense and the cost of the Critical/Critical Hit Stunts against them by its rating; Imperiled reduces by 1 every time they take damage, and resolves at 0. Imperiled specifically can reduce an affected character’s Defense to 0.
If the Scion successfully resolves this condition within the same arc, the Strength of the Fatebinding is increased by 1. If no fatebinding was present, they become fatebound and you receive the the corresponding Legend.
If, by the end of the current Arc, the character has made no attempt to address the Peril, this Condition ends without resolving and the Peril comes to pass. This could mean any of the following, depending on the Peril:
• The Fatebound character dies.
• The Fatebinding’s Strength drops by 1.
• The Fatebinding ends immediately.
• The Fatebound character’s role changes, probably to JINX, NEMESIS, RIVAL, or TRAITOR.
If the character tried but failed to address the Peril by the end of the story, this Condition persists (and the Storyguide should probably make the Peril worse). It’s only if the character makes no serious attempt at all that disaster falls

Monstrous Urges Condition

Some Knacks either force you to succumb to your Monstrous Urges or become more powerful when you do. It’s up to you and the Storyguide to determine the exact nature of those urges, but by default, you are compelled to solve any problem that presents itself with force.

You can activate your Monstrous Urges anytime you are injured, threatened, or embarrassed.
You suffer a significant (3+) Complication on any task that requires logic, calm consideration, tact, or restraint as you struggle against your instincts.
Every time your urges cause you trouble, add a point of Momentum to the pool.
Withdraw to a place of safety where you have time to collect your thoughts or commit a heinous act of rage that you’ll regret when you snap out of it.

Obligated Condition

A character (or group, or relic or place) has demanded the Scion’s time and attention and either refuse or unable to aid the Scion any further until they do.

  • Note that this Status Condition replaces Path Revoked, Path Suspended, Tempted Fate and Paying Tribute.
    The originator of this Condition gives the Scion a single deed that must be accomplished. This may be an explicit request, “Please go help my children!” or an implicit request, “I’m sorry, I can’t help you until my mother gets healthy again”. Until this Obligation is fulfilled, the Scion is unable to draw any benefit from this source

  • A Guide may refuse or be unable to help, cutting off access to Purviews, Legendary Titles, Invocations and advice

  • A Path may be suspended and no longer be able to invoked for Contacts, Gear or Skills

  • A Creature may be too hurt or too disobedient to accompany the Scion

  • Followers may disperse, having become disillusioned with the Hero

  • Relics may lose their power, or be unable to be summoned.

  • Cults may go underground.

  • Fatebindings may not be able to be Compelled or Invoked.

If the Scion attempts to Influence a character associated with this Condition, the difficulty is increased by 2. Depending on the nature of this condition, other characters may gain a bonus on attempts to Influence the character against the Scion.
If the given task is completed by the Scion during the same Arc it was tasked, then the Scion regains full use of their associated ability and the situation returns to normal. If the character is a Fatebinding, the Fatebinding may increase in strength. If this is a Path, the status quo returns for the scion.
If, by the end of the current Arc, the character made no attempt to address the Obligation, the character’s attitude towards the Scion permanently shifts Negative. If this is a Path, the Scion gains one more chance to make good. If it is not completed in the following arc, strike this path and replace it with a new one.
If the Scion attempts to and fails to complete their Obligation deed, they gain a Failure Deed. Depending on the outcome, it may result in the a Permanent change for the Scion to to be discussed by the Player and the GM
If the Scion refuses to answer the obligation at all, then the Scion’s relationship with the character permanently changes. The exact nature of this change should be discussed by the player and storyguide but should reflect a change in their Status Quo.
The Scion has failed in a great task and must learn to live with this failure. The Scion receives a new Deed, or changes one of their existing deed into a ‘Failure Deed’ in keeping with one of his callings.

Effect The Scion finds themselves looking inward and reflecting on their failure. They suffer no mechanical effect, however they should take the opportunity to look at why they failed and explore how their character becomes changed by the event. Momentum

If your character suffers difficulty because they are reminded of their Failure, or suffers a significant negative consequence because of their failure, they gain momentum.
This condition goes away when the Scion has completed their Failure Deed, or when the season has finished.

Sword of Damocles Condition

You have meddled with Fate, and Fate now demands atonement. Tread carefully, miracleworker, for you may meet your doom at any moment.
Every time you imbue Legend, you incur a cumulative +1 Complication that persists even if bought off, until this Condition is resolved. If you don’t buy off the Complication, Fate turns your works back upon you in increasingly nasty ways. If you spend Legend while you have this Condition, immediately raise the Complication to 5.
Every time a marvel would solve a complex problem immediately but you refrain from doing so, add 1 Momentum to the pool.
Going an entire session without imbuing or spending Legend ends the Condition. You may also balance Fate’s designs as penance, a task that usually takes at least a scene of effort — treat this as an obligation, like with a Path (Scion: Origin, p.100). Completing the obligation ends the Condition immediately.