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.

Invoke

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.

Greater Invoke

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.

Compel

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

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.

Avoidance

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.