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.
FATEBINDING BASICS
• 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.
Fatebinding Failure Deeds
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