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.

Invoke

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.

Compel

As the compel effect of the actual Fatebinding.

Resolve

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.

Avoidance

Follow the guidelines for the apparent Fatebinding, however the Traitor’s tactics escelate. They gain +1 enhancment on actions to work against the Scion.