Fatebindings
General Fatebindings
The following invocations and compels can apply to any and all fatebindings in lieu of the specific fatebindings listed in the book. Note that Generic Resolves can only be used with Storyteller permission.
Generic Invoke
The Scion rolls 2 additional dice on an action. If the fatebinding is friendly, this could represent timely assistance or inspiration. If they are antagonist, it could take the form of laying a trap, or drive for the Scion to surpass. If the fatebinding’s strength is 4 or higher, this can be invoked one additional time per session.
Generic Compel
The Scion gains 1 legend, but their next roll is automatically treated as a botch, and the Scion or the Fatebinding suffer dire consequences as a result of the Scion’s failure.
Generic Resolve
Having changed and grown as people, the Scion and the Fatebinding have their relationship shifted forever. The Scion’s Player chooses one of the following:
• The Fatebinding departs for places unknown with a dramatic farewell. Gain a Failure Deed to reckon with the consequences of your actions.
• The Scion and the Fatebinding find their relationship melding into something new. Convert this fatebinding into another fatebinding. The strength is resets to 1 as your new relationship starts from scratch.
• Legend Limit: A player character may not have more Fatebinding Conditions than she has dots in Legend.
• Storyguide Characters Only: Only Storyguide characters may be Fatebound, and only to characters of higher Tier.
• Acquiring Fatebindings: Once per session, you may acquire a new Fatebinding at Strength +1 (from a minimum of 0) to regain 1 point of Legend. You and the Storyguide must work together to decide on an appropriate Fatebinding Condition and Storyguide character to be Fatebound; this can be a new character if no extant characters seem to fit.
• System: Each time the linked Fatebinding is invoked, the Storyguide rolls the Fatebinding’s Strength + the Scion’s Legend as part of a complex action. When the number of milestones reached exceeds the current Strength of the Fatebinding, increase its Strength by 1 and reset the accumulated milestones to 0.
• Resolution: The Fatebound Condition ends (without resolving) when its duration expires. If its Strength is less than 5, it also ends (without resolving) when the Fatebound character dies or is otherwise permanently removed from play.
Fatebound has a Strength value, which determines both the raw power of the Fatebinding and its duration, as follows:
| STRENGTH | DURATION |
| 1 | Current Episode |
| 2 | Current Arc |
| 3 | Current Season |
| 4 | Series |
| 5 | Eternity* |
- Strength 5 Fatebindings last even beyond the death or apotheosis of either party; if the Scion’s player creates a new character who is the reincarnation of her previous character, the Fatebinding transfers over. Likewise, if the Fatebound mortal dies, his ghost wakes in the Underworld of the Scion’s pantheon and remains Fatebound — though at the Storyguide’s discretion, the SGC’s role might change (usually, though not always, to JINX, NEMESIS, or RIVAL). The Fatebound character may never be removed from play by the resolution of a role Condition.
Some fatebindings impose upon the player a “Failure Deed” this is a Short-Term deed that the player must take in order to fully resolve the effects of the fatebinding. This new deed must take form of one of the following:
- A Redemption Deed to affirm an appropriate calling and prove to Fate that they deserve their calling.
- An Adoption Deed to gain a new calling.
FATEBINDINGS BY CALLING
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Guardian: CANARY, MARTYR, NEMESIS, OBJECT OF AFFECTION, WORSHIPPER, Squadron, CONSPIRACY
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Healer: BOON COMPANION, CANARY, RIVAL, RIGHTFUL LORD, MENTOR, RITUALISTS
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Hunter: BOON COMPANION, PARAMOUR, RIVAL, VICTIM, OBJECT OF AFFECTION, FUGITIVE, FAMILY
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Judge: BALM, WORSHIPPER, TRAITOR, RIGHTFUL LORD, VICTIM, FUGITIVE
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Leader: BOON COMPANION, TRAITOR, WORSHIPPER, VIZIER, MINION, FANATICS, CONSPIRACY
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Lover: BALM, PARAMOUR, RIVAL , UNREQUITED PARAMOUR, MARTYR, FANATICS
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Liminal: CANARY, JINX, UNREQUITED PARAMOUR, TIRELESS PURSUER, VIZIER, RITUALISTS
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Sage: APPRENTICE, JINX, TRAITOR, MUSE, MENTOR, RITUALISTS
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Trickster: BOON COMPANION, NEMESIS, TRAITOR, TIRELESS PURSUER, MENTOR,
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Warrior: BALM, NEMESIS, RIVAL, RIGHTFUL LORD, MENTOR, FANATICS, Squadron, CONSPIRACY
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Outsider: BALM, RIVAL, NEMESIS, TIRELESS PURSUER, MENTOR
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Psychopomp: BALM, JINX, UNREQUITED PARAMOUR, RIGHTFUL LORD, OBJECT OF AFFECTION
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Shepherd: APPRENTICE, BOON COMPANION, NEMESIS, RIGHTFUL LORD, VIZIER, FAMILY
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Adversary: JINX, NEMESIS, TRAITOR, VIZIER, TIRELESS PURSUER, FUGITIVE, CONSPIRACY
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Destroyer: CANARY, NEMESIS, RIVAL, VICTIM, MARTYR, RITUALISTS
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Monster: NEMESIS, RIVAL, TRAITOR, TIRELESS PURSUER, VICTIM
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Tyrant: APPRENTICE, RIVAL, WORSHIPPER, OBJECT OF AFFECTION, MINION, CONSPIRACY
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Knight - RIGHTFUL LORD, BALM, APPRENTICE, RIVAL, OBJECT OF AFFECTION, FUGITIVE, MENTOR, FAMILY, FANATICS
General Fatebindings
APPRENTICE
Fate encourages the Fatebound mortal to learn from the Scion, whether that’s a particular skill, a philosophy, or just general life lessons.
Apprentices learn by blundering into mistakes their teachers know to avoid. Invoke this Condition after a failed action; you can succeed at cost, additionally, add the fatebinding as stunts.
Apprentices choose the worst times to try to “help.” The Scion gains 1 Legend, and her next action is a mixed action: whatever she was originally trying to do, plus stopping her Apprentice from doing something disastrous. The Storyguide decides on a dice pool for the second action and consequences for failure, but it has a Difficulty equal to half the Fatebinding’s Strength.
Demigod apprentices dabble in powerful things. When they toy with powers beyond their ken, the Scion gains 1 Legend and add the Fatebinding strength in dice to the Collateral Pool. If this would cause the pool to empty, the Storyguide must choose the Echo or Rift results, if able
Wisdom comes from the mouths of babes. Thanks to the Apprentice’s timely efforts, one complex action automatically achieves a number of Milestones equal to half the Fatebinding’s Strength. The Scion’s player then chooses one of the following options:
• The Apprentice dies, or is otherwise taken out of play permanently. The Scion gains the Failed Condition and receives a Failure Deed
• The Apprentice decides he’s learned all he can from the Scion; convert this Fatebinding to a RIVAL of the same Strength.
• The organization learned the secrets it sought, but now strings the Scion along for their benefit. Convert this Fatebinding to a CONSPIRACY of the same Strength.
• The organization’s knowledge and magical power grow, marking them as equals to the Scion. Convert this Fatebinding to RITUALISTS of equal Strength.
A Demigod who does not attend to her disciples and avoids her Fatebinding role as teacher finds herself responsible for great damages done to reality. Her next roll is made entirely with divinity dice but does not gain the benefits of Flooding the Pool.
BALM
The Fatebound is in the right position to calm the Scion, to balance her extremes and to keep her centered.
The Balm pulls the Scion back from the brink of her most extreme behavior: Her Virtue rating slides toward the center of the track. This counts as resolving the Virtuous Condition (p. 189). This Condition can’t be invoked if the Scion is already in the center of the Virtue track.
In addition to its default effects, the Scion may ignore one catastrophic success or mortal failure (making it a normal success or failure) when she uses a Virtue to add dice
The Balm’s soothing presence makes the Scion question her Virtues. Gain 1 Legend, the Scion’s Virtue track is resent to the Center of the track and the Scion is unable use their Virtue to gain dice for the rest of the scene.
A dramatic display of Virtue either changes the relationship forever or ends it catastrophically. The Scion immediately sets her Virtue to either the far left or the far right of the track and gains Momentum as though she’d just fulfilled that Virtue. The Scion’s player then chooses one of the following options:
• The Balm dies, or is otherwise taken out of play permanently. The Scion fulfills a Deed, and suffers a Failure Deed for an appropriate Calling.
• The Balm’s relationship with the Scion deepens; convert this Fatebinding to a BOON COMPANION, PARAMOUR, or Unrequited PARAMOUR of the same Strength.
• The Balm embraces the extremes of the Scion’s personality and encourages her to explore them. Convert this Fatebinding to a Fanatic of equal Strength.
If the Scion avoids her Balm, refuses their help, or gives into the extremes of her Virtue, she resolves the Fatebinding as per Hero but also transforms a number of dice equal to the Fatebinding strength into divinity dice.
BOON COMPANION
The Fatebound and the Scion share a deep bond of friendship, camaraderie, and trust.
The Boon Companion offers a timely bit of assistance. The Scion’s next action benefits from teamwork as though the Boon Companion had rolled a number of successes equal to the Fatebinding’s Strength.
In addition to its default benefits, invokingthe aid of an organization counts them as Followers (or a Creature, type of organization depending) with a rating equal to the Fatebinding’s strength for the duration of the scene.
Boon Companions expect their friends to return the favor. The Scion gains 1 point of Legend, while the Boon Companion gains the Imperiled Condition. The Condition represents a favor the Boon Companion needs help with and if the Scion refuses or fails to assist the condition is resolved by reducing the Fatebinding strength by 1.
Remember that organizations are just as likely to ask a favor, and that the needs of one are more varied and challenging than the needs of individuals.
If the Demigod refuses to assist her Boon Companion in their time of need, Fate conspires to turn other friends away, decreasing all Attitudes toward the Scion by 1 and imposing +1 Difficulty to all social rolls until the end of the episode.
The Fatebound swoops in at a dramatic moment to help his Scion friend. Resolve this Condition after rolling an action: The Scion passes the action with Enhancements equal to the Fatebinding’s Strength. The Scion’s player then chooses one of the following options:
• The Boon Companion dies, or is otherwise taken out of play permanently. The Scion gains the Failed Condition and receives a Failure Deed.
• The relationship deepens; convert this Fatebinding to a PARAMOUR (or an UNREQUITED PARAMOUR).
• The Boon Companion turns against the Scion; convert this Fatebinding to a NEMESIS of the same Strength.
• The bond between the Companions becomes so deep they swear a blood-oath, binding them together for eternity. Convert this Fatebinding to a FAMILY of equal Strength.
• The Companions are forged in the fury of battle. Convert this Fatebinding to a Squadron of equal Strength.
If the Demigod refuses to assist her Boon Companion in their time of need, Fate conspires to turn other friends away, decreasing all Attitudes toward the Scion by 1 and imposing +1 Difficulty to all social rolls until the end of the episode.
CANARY
The Canary stumbles right into problems the Scion might otherwise miss or blunder into.
Invoke this Condition after a botch: The Scion’s player may reroll the action she’s just botched. The Canary suffers any drawbacks or consequences of the botch in her place — perhaps wandering into a Jotun ambush or blurting out a faux pas.
In addition to its default benefits, the Demigod may also reroll a mortal failure or catastrophic success, counting the pool as though it had no divinity dice.
Canaries tend to get derogatory nicknames related to being taken hostage. The Scion gains 1 point of Legend and the Canary gains the Imperiled Condition. The Peril is always some form of imminent threat of death or grievous bodily harm. The Resolution for a failed Imperiment is always the death of the Canary.
This can be compelled on a mortal failure in addition to the Fatebound character gaining the Imperiled condition. Roll the Collateral pool, no matter its rating. Do not reset it.
The Canary’s sacrifice is great, but never in vain. The Canary removes a single dramatic, life-threatening obstacle in the current scene: a powerful enemy, a bomb counting down, etc., at the cost of his own life. The Scion gains the Failed Condition and receives a Failure Deed.
When the Demigod does not give the doomed/canary/MARTYR the opportunity to sacrifice themselves for the Scion, immediately add the Fatebinding’s strength as Enhancement to the next Collateral Pool roll. Any stunts chosen by the Storyguide on this roll do not target the doomed but must target something else of equal importance to the Scion.
FUGITIVE
Fate has decreed that you must pursue and find a fatebinding. What happens when you find them is less clear.
When you are doing an unrelated task roll to investigate or interact with someone, you can spend Hits to gain insight on your Fatebound target or their activities. This may come in the form of a dropped clue, a previously unknown connection, or perhaps a dream or vision.
In addition to it’s default Benefits, stories of your deeds become wide spread and romanticized. You may use your reputation on Trivial characters to make give them a Positive Attitude, no matter how dastardly your crimes.
The Scion gains 1 Legend, however, they find themselves obsessed and lost in their connection with their fugitive. Immediately after the end of the current scene, the Scion must undertake a significant action to pursue their target. If they do not, they gain the condition “Haunted” that offers a complication equal to the strength of this fatebinding.
The situation has gone wildly out of control. You gain additional enemies trying to track you down. These opposing factions, despite any animosity they have for each other, will seek you instead.
You have finally caught your target and are faced with a dramatic choice. The hunt has finally finished and the Scion must choose one of the following:
- The Scion removes this fatebinding but gains a new one of equal strength. This fatebinding is a new character but starts as a NEMESIS, TRAITOR, or Pursuer, as the cycle continues.
- The Fatebinding is removed completely, but the Scion gains the Failed Condition and receives a Failure Deed.
Although you may not currently be at threat, it does not mean your allies, friends and family are not. They too, gain Fugitive status and become hunted. They gain the Imperiled Condition.
JINX
The Fatebound is singularly unlucky for the Scion. This might be inadvertent, like the eager would-be sidekick who always screws things up, or it might be deliberate, like an angry ghost that has cursed the Scion.
The Scion suffers a Narrative Disadvantage, exactly as though she had evoked a Path. She gains bonus Momentum equal to the Fatebinding’s Strength. The Narrative Disadvantage is related to the Fatebound character in some way.
The Scion’s next action gains a complication relevant to the curse. She still gains Momentum as default. Failure to buy off the Complication spells misfortune for the Scion.
The bad luck spreads. The Scion gains 1 point of Legend, and one of her other Fatebound characters gains the Imperiled Condition. If the Scion has no other Fatebindings, the Storyguide chooses an SGC to suffer the Condition.
Resolve this Condition before a roll: The Jinx’s bumbling provokes consequences for the Scion equivalent to a botch. The Scion fulfills a Deed. The Scion’s player then chooses one of the following options:
• The Jinx dies, or is otherwise taken out of play permanently. The Scion fulfills a Deed, and suffers a Failure Deed for an appropriate Calling.
• The Jinx’s bad luck is finally too much. The Scion tells him to get out of her life forever, and the Jinx doesn’t take it well; convert this Fatebinding to a RIVAL of the same Strength.
• This can also be resolved by breaking the curse. Shattering some sort of powerful supernatural curse often brings the ire of something else equally powerful. In addition to its other effects, the Scion may also gain a NEMESIS of equal strength.
Trying to find loopholes or weaseling but of the curse brings the repercussions of Fate upon the Scion. Other Storyguide characters are drawn to the Scion to one-up, challenge, fight, or otherwise interfere with the Scion. These interfering characters appear in a number of scenes equal to the Fatebinding’s strength, and gain an equal amount of Enhancement to all interference rolls.
MARTYR
A martyr is someone who keeps finding themselves in positions to help the scion, but only at great personal cost to themselves.
The Martyr’s cause and purpose inspires the Scion to do better. When invoked, the Martyr suffers a negative consequence as if the scion. The Scion gains momentum equal to the strength of this fatebinding as a result of this suffering.
The Scion gains 1 point of Legend and the Martyr attempts to step between the Scion and fate. The player suffers a Major Complication on their next roll. If this complication is not bought off, the Martyr suffers a grievous fate. Resolve this fatebinding. Alternatively, the Scion can choose to fail the action and rescue the martyr with a difficulty equal to the fatebinding’s strength.
The Martyr makes the ultimate sacrifice for the Scion. This is usually, but not always their life, but should be dramatic and irreversible. The Scion gains 1 legend, and can perform a Feat of Scale in the current scene.
When the Demigod does not give the doomed/CANARY/martyr the opportunity to sacrifice themselves for the Scion, immediately add the Fatebinding’s strength as Enhancement to the next Collateral Pool roll. Any stunts chosen by the Storyguide on this roll do not target the doomed but must target something else of equal importance to the Scion.
MENTOR
Although Guides often fulfil this role, this fatebinding can represent a mortal teacher or mentor for a scion. Although they may not be able to teach a Scion about magic, they often have a lot to teach them about life.
While engaging in an investigation, you can call upon your mentor for advice and help. Gain Investigative stunts equal to the strength of this fatebinding.
The Scion gains 1 Legend, your mentor offers you some ‘tough love’ in the hopes of improving yourself. You gain the Imperiled Condition, until this task is complete. Failing to resolve this this Condition results in the Mentor changing to a RIVAL, NEMESIS, or JINX
The scion has nothing more they can learn, although whether that is a good or a bad thing is open to interpretation. The Mentor gives the player a task to prove their competence. Depending on the result, any of the following results may apply:
• The Mentor may become a Guide birthright for the player character.
• The Mentor may decide that the player has surpassed them, and becomes an APPRENTICE fatebinding with a Strength of One.
• The Mentor may become a BOON COMPANION, BALM, or VIZIER for the Scion at a fatebinding of equal strength.
MINION
Fate dictates that a minion gain power by serving someone more powerful than them. Unfortunately for a Scion, a minion is continuously presented with opportunities to rise above their station.
The minion can be carrying out some action to provide assistance to the player character. This Fatebinding becomes a Temporary follower with a rating of 5 and a number of tags equal to the strength of your fatebinding.
The Scion gains 1 Legend, however the Minion attempts to carry out the Scion’s will on their own. This can resolve itself as the compel for any of the following fatebindings: APPRENTICE, CANARY, or JINX. (Storyguide’s Choice)
The Minion has outlived their usefulness. However, the minion is not going to take such a thing lying down. The Minion attempts to steal the Scion’s power. If they succeed, they increase in one tier as if Tension had been spent. They then become either a RIVAL or NEMESIS with the same strength.
MISSION CONTROL
Your fatebinding is destined to provide support to you from a distance. They may be hacker, a boss, or some other distant ally to provide you assistance from afar. You cannot Invoke, Compel or Resolve this fatebinding while they are physically present in the scene, but unless significant actions are taken to prevent you from communicating, you maintain constant connection with them.
Your contact can provide you with information in real time. Once per scene, you can complete an Investigation Roll, even in the midst of combat. You gain enhancement on this roll equal to the strength of this fatebinding.
The Scion gains 1 Legend, but they are cut off from their contact for the rest of the scene. Additionally, the Scion has received bad information, and a new enemy enters the current scene.
Your contact is physically threatened by a distant threat due to their connection with the Scion. The Fatebinding gains the ‘Imperiled’ condition and the Scion chooses one of the following:
- They are Taken Out from the current scene and must immediately travel to their Fatebinding’s physical location as quickly as possible. If they do not do so, the Scion gains the Failed Condition and receives a Failure Deed.
- The fatebinding is killed. The Scion gains the Failed Condition and receives a Failure Deed.
- The fatebinding is no longer able to provide their assistance, removing them from the story.
MUSE
This fatebinding is a source of constant inspiration for the Scion, even if they do not mean to be. When this fatebinding is made, choose a specialty that applies to this muse. This could be an art form, a professional skill, hobby or a school of study.
The Scion gains enhancement equal the strength of this fatebinding to one task roll using the chosen specialty.
Compel this when the Scion is performing a task of their chosen specialty. The Scion gains 1 Legend, however, the task is an automatic failure. The Fatebinding gains the Imperiled Condition, and all rolls using the specialty are failures until the imperiled condition is resolved
The Scion finds the situation untenable and must fix the situation. Something simply must change. The player may choose one of the following options
• The Scion gains a Failure Deed to create a great work in their specialty. The difficulty must be equal to at least the strength of the fatebinding. Only when this task is completed, can they attempt their area of focus as normal
• The Scion swears off their specialty forever. They gain a Failure Deed to learn a new specialty. When completed, replace your speciality for another.
• The Muse loses their life in a tragic fashion.
NEMESIS
The Fatebound becomes a sworn enemy of the Scion, and vice versa. They continuously find the Scion in position to spoil their plans as well as the reverse.
The Scion’s player defines how her Nemesis is involved in some oppositional element of the story: perhaps he hired the Oni mercenaries that attacked the band or is actually the killer they’re hunting. Because the Scion knows her Nemesis so well, she gains a reserve of Stunts equal to the Fatebinding’s Strength. These Stunts last until the end of the episode, and she can use them exactly like Stunts generated by threshold successes.
In addition to its default benefits, the Scion may also choose to attribute a catastrophic success or mortal failure to the actions of her Nemesis, rather than the outward spiral of her own power.
The Nemesis is always meddling in the character’s affairs. Compel this Condition before making a roll: The Scion gains a point of Legend and automatically fails the roll with a Consolation.
The Scion forces a dramatic confrontation with her Nemesis. Add the Bond’s Strength to both the Momentum and Tension pools. Depending on how the scene plays out, one of the following happens:
• If the Scion kills her Nemesis, at the start of the next Episode, she automatically gains another Nemesis Fatebinding with a Strength 1 higher than the current one (maximum 5).
• If the Scion defeats her Nemesis but spares him, the Fatebinding increases in Strength by 1.
• If the Scion finds a way to make peace with her Nemesis, the Fatebinding becomes a BALM, BOON COMPANION, or PARAMOUR.
• If the Scion loses, the Nemesis achieves a major story goal, introducing a complication that will have to be addressed in a future Episode. The Scion gains the Failed Condition and receives a Failure Deed.
If the Nemesis is of the same Tier or higher, also add the Fatebinding’s strength to the Collateral pool.
When the character avoids confrontation with her Nemesis (flees a battle, backs away from an argument, won’t answer their calls, etc.) they work against the character in secret, causing one of the Demigod’s other Fatebindings to become Imperiled.
OBJECT OF AFFECTION
This is a person the Scion finds themselves compelled by. Although fate does not compel them to love them, it presents their most attractive qualities to the Scion on a constant basis.
In the presence of their Object of Affection, the Scion finds themselves driven to perform at their peak. They may spend Legend to perform a Feat of Scale as if the name of their Object of Affection was a Legendary Title they possessed.
The Scion gains 1 Legend, however they find themselves unable to leave the presence of their Object of Affection for one arc. This does not necessarily force the Scion’s actions, but Fate may conspire to keep the two in close quarters for an extended period of time. In order to leave their presence, the Scion must overcome a complication equal to the strength of the fatebinding.
Feelings cannot remain suppressed forever. The Scion confesses their feelings or swallow them. The player chooses one of the following:
• Depending on the feelings involved, the Fatebinding changes to either: PARAMOUR, Unrequited PARAMOUR or NEMESIS. The Strength of this Fatebinding is reset to 1.
• The Scion resolves their issues and moves on. The Scion suffers the condition “Heartbroken” which can only be resolved by completing a failure Deed.
PARAMOUR
The Fatebound and the Scion are drawn to each other romantically. Although affection is not dictated by fate, they continuously find themselves in romantic situations.
The Scion makes a single use of a Lover Knack. If the Fatebinding’s Strength is 1-3, this must be a Heroic Knack. If the Strength is 4+, it may also be an Immortal Knack. If the Knack only works on a character the Scion loves, that has to be the Paramour.
If the Paramour is the same Tier or higher, the Lover Knack can be of any power level, regardless of the Fatebinding’s strength.
Love is hard work. The Scion gains a point of Legend, and the Paramour gains the Imperiled Condition. In the modern age the Peril is most likely a bit of conflict within the relationship, but sometimes Fate is a traditionalist and the Peril represents capture by the Scion’s enemies.
When the Paramour gains the Imperiled condition this is relevant to the Tier and status of the Paramour. A godly lover needs far different things than a brave mortal or a legendary creature, while a Titan lover might quibble over things the Scion doesn’t even begin to comprehend.
True love accomplishes miracles. When the Scion and her Paramour undertake a Teamwork action, they increase the action’s Scale by the Fatebinding’s Strength. The Scion’s player then chooses one of the following options:
• The Paramour dies, or is otherwise taken out of play permanently. The Scion gains the Failed Condition and receives a Failure Deed.
• Happy endings are boring, and Fate decides to throw some tragedy into the mix; convert this Fatebinding to a CANARY or TRAITOR of the same Strength, or the Paramour gains the Imperiled Condition, with the Peril being serious relationship drama that threatens to end the relationship altogether.
• At the Demigod level, some Paramours are greater threats than others and may also become Nemeses upon resolution
When avoiding, ignoring, or otherwise neglecting the Paramour, the Demigod’s divine nature years for its partner. Gain an additional divinity die per scene the Demigod spends away from their Paramour, until they roll a full pool of divinity dice. Flooding the Pool does not stop this accumulation.
RIGHTFUL LORD
Due to circumstances, the Scion has sworn themselves to a mortal leader with whom the Scion has a close bond of loyalty to.
You gain temporary followers. Assign a number of dots in these followers equal to the Strength of this fatebinding. One of these must be ‘Group’.
The Scion gains 1 Legend, the Righteous Lord gives you a Quest of some sort. This fatebinding gains the Imperiled Condition. If the character tried and failed to address the peril by the end arc, the strength of the Fatebinding decreases by one. If the Quest is refused entirely, you must immediately Resolve this fatebinding.
The Righteous Lord asks the Scion to make the ultimate sacrifice. This can be either a Quest or to give them something. The player character chooses one of the following:
• The Scion complies with the request. When completed, the Scion is released from service, and the fatebinding either ends completely or changes into something else.
• The Scion refuses the call, this Fatebinding is changed to a NEMESIS, RIVAL, or TRAITOR of equal strength or the Fatebound character dies.
RIVAL
Fate casts the mortal as a rival to the Scion in some arena; maybe they end up competing in business, or for the affections of the same third party.
When the Scion’s Rival is around, she does her best to show him up. The Scion gets Enhancements equal to the Fatebinding’s Strength on an action to best, outfox, or otherwise show up her Rival. The Rival doesn’t even have to be in the scene — just knowing he’ll hear about it is enough.
If the Rival is of the same Tier or higher, the Scion does not have to spend or invoke Legend to perform a Feat of Scale to one-up her Rival.
The Scion’s Rival is also trying to show her up. The Scion gains 1 point of Legend, and the Rival gets Enhancements equal to the Fatebinding’s Strength on an action to best, outfox, or otherwise show up the Scion.
If the Rival is of the same Tier or higher, the Rival may also perform a Feat of Scale at the cost of 1 Tension to one-up the Scion
The Scion and the Rival put aside their differences momentarily, working together to deal with a greater threat. Resolve this Condition before rolling: For this roll only, the Scion’s player spends Tension from as though it were Momentum. She may spend a number of Tension equal to the Fatebinding’s Strength.
• The Rival dies, or is otherwise taken out of play permanently. The Scion gains the Failed Condition and receives a Failure Deed.
• That smoldering rivalry turns into sexual tension. This Fatebinding becomes a TRAITOR (Apparent: PARAMOUR, Actual: Rival) with the same Strength.
In addition, when a rival resolves they may also become a BALM or a NEMESIS
If the Scion ignores the Rival, dodges their attempts to compete with them, or otherwise doesn’t rise to the jabs of her enemy, Fate conspires to ensure the Scion can’t avoid them. All Social rolls for the rest of the episode are made with a Complication equal to the Fatebinding’s strength. If the character fails to buy off the Complication, their friends, contacts, etc., just can’t stop talking about the Rival and bringing up how great and successful and accomplished they are
TIRELESS PURSUER
This fatebinding is destined to follow the Scion unto the ends of the earth. They are able to call upon unlimited resources to pursue their goal and will stop at nothing until the Scion is captured or dead. If the Scion (or other characters working on behalf of the Scions) attempt to permanently stop or destroy the Tireless Pursuer, fate intervenes to prevent this unless the Fatebinding is resolved.
The Tireless Pursuer interrupts a scene, ignoring all obstacles and causing chaos. Everyone in the scene who is not actively trying to capture the Scion gains a complication equal to the Strength of the Fatebinding. The Scion does not suffer this penalty.
The Scion gains 1 Legend, but the Tireless Pursuer corners the Scion. The Scion becomes trapped and unable to escape. The Scion (and only the Scion) suffers a complication equal to the strength of the fatebinding for all actions (including escape) for the scene unless the Tireless Pursuer is temporarily defeated by either words, or actions.
The chase is over. Add the Strength of the fatebinding to both the Tension and the Momentum pool:
• If the Scion escapes the pursuer once and for all. The Scion fulfills a Deed. However, at the start of the new arc, they gain a new RIVAL or NEMESIS fatebinding with a strength of 1.
• If the Pursuer is victorious, death or possibly an even worse fate befalls the scion. Assuiming the scion survives, the Scion suffers a failure deed for an appropriate Calling.
• If the Scion finds a way to make peace with the pursuer, the Fatebinding becomes a RIVAL, BOON COMPANION, or JINX
TRAITOR
The Fatebound has a knife to the Scion’s back. When this Fatebinding happens, the Storyguide, working in concert with the player, chooses an apparent Fatebinding and an actual Fatebinding. The Traitor acts as the apparent Fatebinding with a Strength of 2. Note that, unless the player actively chooses to let the Storyguide surprise her, this is not a secret, “gotcha” Fatebinding. The character remains ignorant of the coming betrayal, but the player does not.
Each time the Scion invokes the apparent Fatebinding, make a tick mark on some scratch paper. When you have ticks equal to the apparent Fatebinding’s Strength, resolve this Fatebinding.
As the compel effect of the actual Fatebinding.
Fill the Tension pool to its maximum value, reveal the actual Fatebinding, and replace the apparent Fatebinding with the actual one. The Scion gains the Failed Condition and receives a Failure Deed.
Follow the guidelines for the apparent Fatebinding, however the Traitor’s tactics escelate. They gain +1 enhancment on actions to work against the Scion.
UNREQUITED PARAMOUR
Although fate does not force them to love on anyone, it throws signs at the fatebinding that lead to the inevitable conclusion that it is their destiny to be together.
The Unrequired Paramour is in position to offer assistance to the Scion. The Scion can apply a complication to a single enemy representing the Unrequired Paramour’s interference. The strength of this complication is equal to the strenth of the fatebinding.
The Scion gains 1 Legend, the unrequited paramour offers aid, but this comes with strings attached. The Scion gains some benefit (if no benefit can be justified, momentum can be gained) but the Scion is obligated to return in-kind. Depending on the strength of the fatebinding, this could be anything from a date to their hand in marriage. If the obligation is not fulfilled, the Fatebinding will return once per arc to remind the Scion of their obligation, and cannot be invoked or compelled, only Resolved.
The Unrequited Paramour has had enough of being lead on (In either reality or in their own mind). An ultimatum is offered for the Scion. The Scion chooses one of the following:
• The Unrequited Paramour changes into becoming a paramour. However, as a consequence, the Strength is reduced by 3 to a minimum of 1.
• The Unrequited Paramour realizes their love will never be returned. They become openly antagonistic to the Scion. Convert this fatebinding into either a RIVAL or a NEMESIS of the same strength.
VICTIM
This person is destined to meet their end at your hand, intentionally or not. This fatebinding should not be forced on a player, but is never an intentional choice by the character.
You gain a critical advantage due to the fact that you are putting this person danger. The fatebinding receives damage equal to the Fatebinding Strength. You gain Enhancement equal to the same amount on one task. If this would kill them, then immediately resolve the fatebinding.
You gain 1 Legend. However, the victim is inflicted with a long-term Injury Condition. This injury is delivered in a way that makes it obvious to anyone that you are responsible.
The victim reaches the end of their journey. Their fate cannot be procrastinated any further.
• This could result in Oblivion or Death, but may be something different (but no less consequential). You gain a new NEMESIS or TIRELESS PURSUER fatebinding at Strength 1.
• You take their fatebinding on yourself. Instead of them, you suffer dire consequence instead. The Scion chooses one of the following:
- You are immediately Taken Out (and possibly die)
- You lose all legend you currently possess. The Scion gains the Failed Condition and receives a Failure Deed.
VIZIER
As the Scion gains pilgrims, someone must represent the needs and desires of those followers. This Fatebinding fills that role, sometimes with their own agenda in mind.
As an esteemed and respected individual, this fatebinding is able to allow the Scion to ignore any Social Complication once per scene.
The Scion gains 1 Legend, the Vizier attempts to consolidate their own power base. Although they do not directly challenge the Scion, this challenge increases the difficulty of Leadership rolls equal to the strength of this Fatebinding. Failure results in the temporary loss of a cult, followers or other organization.
The Vizier reveals their true colors, be they be ones of undying loyalty, or treason. The Storyguide Chooses one of the following:
• The Vizier launches a power grab, turning the Scion’s Cult and/or Followers against them. If no such Birtrights are available, then the Vizier has been gathering them quietly in the background. The Scion must complete a Failure Deed in order to regain their Birthrights.
• The Vizier ushers in a Golden Age before departing their position. You gain Birthright Points equal the strength of this fatebinding. These points can be added to any existing followers or cults or represent a new, temporary birthright. These points last until the end of the arc.
Without proper oversight, the Vizier engages in far more risky behavior then they otherwise would have. For every scene in which you neglect your Vizier, each roll involving an invoked Path that is not a success is treated as a Botch.
WORSHIPPER
When fate casts someone as a worshipper, they are continuously placed in awe-inspiring situations that cause inspiration as well as jealousy.
The Scion can evoke the Resources or Narrative Advantage effect of their follower as if if they were a path. This grants 2 dice once per session an applicable roll. This can be invoked multiple times, but results in an obligation that needs be fulfilled.
The Scion can gain 1 Legend from the loyalty and adoration of their Worshipers.
The Worshipper turns his jealousy on the Scion’s other relationships. The Scion gains 1 point of Legend, and one of her other Fatebound characters gains the Imperiled Condition. The Peril relates to the Worshipper stalking or otherwise harassing the character. If the Scion has no other Fatebindings, the Storyguide chooses an SGC to suffer the Condition.
Worshipers do not become jealous of the Scion’s other relationships — Instead of becoming Imperiled themselves as they devote themselves entirely to the Scion. An UNREQUITED PARAMOUR still works as noted in Hero. Keep in mind this can, of course, include Titans and Titanspawn
The Worshipper is willing to become whatever the Scion wants him to be. The Scion’s player chooses the Resolve effect of any other role Condition to resolve the Worshipper Condition. No matter what choices that Condition offers, the Scion’s player chooses one of the following options:
• The Worshipper dies, or is otherwise taken out of play permanently. The Scion gains the Failed Condition and receives a Failure Deed.
• The Worshipper becomes even more fanatical in his devotion; convert this Fatebinding to a MARTYR of the same Strength.
• The Worshipper turns against the Scion; convert this Fatebinding to a NEMESIS of the same Strength.
Avoiding thwarted love or the call of worship tugs at the divine nature of the Scion. For each scene in which the Demigod neglects their worshipers or dodges their UNREQUITED PARAMOUR, convert one die to a divinity die until the pool is full. Flooding the Pool does not stop the accumulation.
Organizational Fatebindings
CONSPIRACY
Conspiracies bedevil Heroes, not desiring to cause harm, but because they see Scions as a means to an end. They manipulate Heroes into doing their dirty work, then reap the benefits while the Hero takes the fall.
The Conspiracy’s plots end up adding to the Scion’s goals, granting her a reserve of bonus successes equal to the Fatebinding’s Strength. These successes last until the episode’s end and can be added to any roll after it is made, but before the player learns the roll’s result.
The Conspiracy’s actions put the Scion’s other relations at risk. The Scion gains one point of Legend, and one of her other Fatebindings gains the Imperiled Condition. This Peril relates to the consequences of the Conspiracy’s machinations. If the Scion has no other Fatebindings, the Storyguide chooses an SCG to suffer the Condition.
The Conspiracy’s actions led to this moment. The Scion’s player invokes a Twist of Fate, adding or removing a number of details from the scene equal to the Fatebinding’s Strength. The Scion’s player then chooses one of the following options:
- The Conspiracy disbands or is otherwise taken out permanently. The Scion fulfills a Deed and suffers a Failure Deed for an appropriate Calling.
- The Conspiracy moves on to their next target, but still butts into the Scion’s life on occasion. Convert this Fatebinding to a JINX of the same Strength.
- The Conspiracy fulfills one of its goals at the Scion’s expense. While the Conspiracy’s actions aren’t public knowledge, the way events play out introduces a Complication painting the Scion in a poor light, which a future Episode will address. The Scion fulfills a Deed and suffers a Failure Deed for an appropriate Calling.
FAMILY
Families stick together and love each other, even in the most demanding and challenging times. Fate validates kinbonds, sworn oaths, and chosen families as much as birth, adoption, and marriage when recognizing a Scion’s family.
The Scion uses their Family’s Name instead of their Legendary Title to accomplish a Feat of Scale. The Family’s Name works the same as a Scion’s Legendary Title, but it applies to the entire group instead of an individual. Storyguides and players should work together to decide the Family’s Name when applying this Condition. Compel
Families meddle, even if they mean well. Compel this Condition before attempting a roll: The Scion gains a point of Legend and automatically fails the roll with a Consolation.
Blood runs thicker than water, especially for Scions, and families show up when least expected. The Scion’s player invokes a Twist of Fate, revealing that an SCG they interact with is a part of the Family. They retroactively establish a Bond. The Bond has a pool of successes equal to the Fatebinding’s Strength.
- The Family breaks contact with the Scion or is otherwise taken out permanently. The Scion fulfills a Deed and suffers a Failure Deed for an appropriate calling.
- Despite the best of intentions, Families do become toxic, manipulating one another for their own gain. Convert this Fatebinding to a CONSPIRACY of the same Strength.
- Even when Families drift apart, seeing each other again still soothes the soul. Convert this Fatebinding to a BALM of the same Strength.
FANATICS
A celebrity’s niche is natural for Scions. Tabloids and Godcasters track their exploits, amassing legions of fans willing to do anything to get their fifteen minutes sharing the spotlight.
The Fanatics push the Scion to indulge in her most radical behavior: Her Virtue rating slides one step away from the track’s center. This Condition can’t be invoked if the Scion is already at the track’s far left or far right.
The Fanatics egg the Scion on, urging her to act upon her Virtues. Compel this Condition when the Scion reinforces a Virtue: She gains one Legend but earns no Momentum, and she only slides her Virtue if it would move her away from the center of the track.
The Fanatics broadcast the Scion’s need to the World, reaching out to everyone who might lend a hand. When the Scion leverages her Path connections, she increases the Scale by the Fatebinding’s Strength.
• The Fanatics disband or are otherwise taken out permanently. The Scion fulfills a Deed and suffers a Failure Deed for an appropriate calling.
• For reasons real or imagined, the Scion’s perceived lack of attention to her fans makes the Fanatics feel slighted. Convert this Fatebinding to a RIVAL of the same Strength.
• The Scion embraces her fans and interacts with their communities regularly. Convert this Fatebinding to a BOON COMPANION of the same Strength.
RITUALISTS
Whether students, colleagues, or the Tarot Readers Union 13, Ritualists back up Scions with some extra magical support.
The Scion invokes a Marvel or Boon without imbuing a point of Legend into it.
The Scion invokes a Marvel or Boon by imbuing a point of Legend instead of spending a point of Legend. The Ritualists gain the Imperiled Condition, representing the out-of-control magic threatening their lives.
Magic dances for the Ritualists as they work in concert with the Scion. The Scion invokes a Marvel or Boon without spending a point of Legend. The Scion’s player then chooses one of the following options:
• The Ritualists disband or are otherwise taken out permanently. The Scion fulfills a Deed and suffers a Failure Deed for an appropriate calling.
• The Ritualists helped the Scion and are ready to move on, but one individual remains behind, begging for more knowledge. Convert this Fatebinding to an APPRENTICE of the same Strength for an SCG.
• The Ritualist’s incantations go dangerously awry, bringing ill-fortune down upon everyone involved. Convert this Fatebinding to a JINX of the same Strength.
Squadron
A Hero might not like their Squadron. Hell, they might hate their guts, but they are part of the same unit. When the shit hits the fan, they put their personal feelings aside and have each other’s backs.
The Scion makes a single use of a Warrior Knack. If the Fatebinding’s Strength is 1-3, this must be a Heroic Knack. If the strength is 4+, it may also be an Immortal Knack.
Belonging to a Squadron means putting boots on the ground when a mission comes up. The Scion gains 1 point of Legend, while the Squadron gains the Imperiled Condition. The Condition represents their current orders, which inevitably put them in mortal danger.
The Squadron moves into position and helps the Scion neutralize her target. When the Scion undertakes an Ambush action, she increases the action’s Scale by the Fatebinding’s Strength.
• The Squadron disbands or is otherwise taken out permanently. The Scion fulfills a Deed and suffers a Failure Deed for an appropriate calling.
• The bond between the Squadron strengthens in the heat of battle; convert this Fatebinding to a BOON COMPANION of the same Strength.
• The Squadron turns on the Scion, ready to abandon her at the worst possible moment for slights real and imagined. Convert this Fatebinding to a TRAITOR (Apparent: Squadron; Actual: Nemesis) of the same Strength.
Realm Fatebindings
DEMESNE
The Fatebound Realm and the Scion are as one. It provides them strength; they must protect it. The survival
of one is the survival of the other.
As the invoke effect of the TOUCHSTONE Realm.
As the compel effect of the LODESTONE Realm, but apply the Imperiled Condition to the Realm at Strength equal to the Demense Fatebinding.
The Scion defends her home to the last. The Scion makes her next action at a Scale rating equal to the Fatebinding’s strength, confronting that which threatens her Demense. The Scion’s player then chooses one of the following options:
• The Scion lays waste to their own Demense, rather than see it fall to an enemy. Convert this Fatebinding to a TOUCHSTONE Realm of equal strength.
• Instead of dying in defense of the Demense, The Scion sacrifices another; convert this Fatebinding to an Aggrieved of equal Fatebinding strength.
• All kings must eventually pass on their crown. Responsibility for Demense is passed to a worthy heir; this requires an APPRENTICE, BOON COMPANION, or willing Bandmate to take on the roll.
LODESTONE
The Fatebound Realm has a physical tether on the Scion, drawing her back to it time and time again.
The Lodestone beckons the Scion to come back. The Demigod may take an action that brings her closer to the Realm or frees her movement as a Feat of Scale without invoking her Legendary Title or spending a point of Legend.
The Lodestone’s binding is like a stretched rubber-band, ready to spring back when pulled too far sometimes at the worst of times. Compel this Condition to force the Demigod to return to the Realm, no matter where she is in the World (or outside it). She gains 1 Legend and is immediately teleported to the Lodestone.
If the Demigod resists the lure of her Lodestone, she becomes heavy with the weight of its draw. For each scene in which the demigod neglects her Lodestone, she suffers a +1 cumulative Difficulty to all actions involving movement.
The threads holding the Demigod to the Lodestone snap with a reverberating force. The Scion makes her next action at a Scale rating equal to the Fatebinding’s strength. The Scion’s player then chooses one of the following options:
• With her connection broken, the Realm is lost to her. The Demigod fulfills a Deed, and suffers a Failure Deed for an appropriate Calling.
• The Lodestone passes to someone else, and the Demigod gains an APPRENTICE of the same Fatebinding Strength.
TOUCHSTONE
The Fatebound Realm embodies an emotional event for the Scion, flooding her with memories for good or ill.
The Touchstone gives the Scion strength in the face of adversity, bolstering her with memories of strength and power. The Demigod can take an action within the Realm as a Feat of Scale without invoking her Legendary Title or spending a Legend.
The Touchstone’s memories flood the Scion at the worst time. The Demigod gains 1 Legend and a rival, nemesis, or opponent the character is currently engaged with gains Enhancement equal to the Fatebinding’s strength to Intrigue actions to rile her up or break her resolve for the rest of the scene.
If the Demigod ignores her memories bound to the Touchstone, she loses her ability to relate to those around her. Count the Fatebinding’s strength as a negative Atmosphere that only affects her for the rest of the scene.
The events that spark the Touchstone’s memories resolve in a way that brings catharsis to the Demigod. The Demigod may resolve any one negative Condition they suffer from (including an Injury Condition) and add Momentum to the pool equal to the Fatebinding’s strength. The Scion’s player then chooses one of the following options:
• The Touchstone passes to someone else, and the Demigod gains an APPRENTICE of the same Fatebinding Strength.
• The Touchstone feels like home now, changing the Fatebinding to a BALM.