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.
Effect
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.
Resolve
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