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.
Invoke
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.
Compel
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.
Resolve
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.