BALM
The Fatebound is in the right position to calm the Scion, to balance her extremes and to keep her centered.
Invoke
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.
Greater Invoke
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
Compel
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.
Resolve
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.
Avoidance
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.