Mythos Fatebindings
Mythos Fatebindings are unique Fatebindings applicable to Scion Mythos
Awareness Limit
A player character may not have more Mythos Fatebinding Conditions than she has dots in Awareness.
Acquiring Mythos Fatebindings
Once per session, a character may can gain a new Mythos Fatebinding to regain 1 point of Awareness. Additionally, they may gain a new Mythos Fatebinding if they use a Mythos Relic multiple times, lose a Mythos Relic, or perform Marvels using Awareness instead of Legend. The player and the Storyguide should work together to determine the appropriate Fatebinding Condition.
As it is the Mythos binding the person, any character (Scion or mortal) may find themselves bound to the Mythos through Fate. The character takes on a Mythos Condition when Fatebound to the Mythos. Mythos Conditions look similar to role Conditions (Scion: Hero pp. 197-201) with the following differences. Remember that invocations and compulsions can only happen once per session.
Compel
Once per session, the Storyguide may compel one of the character’s Mythos Conditions to introduce a setback or story complication related to the Fatebinding.
Resolve
The Mythos Condition resolves immediately after the player accepts a compulsion.
Avoidance
If the player chooses to ignore the compulsion for a Mythos Condition, she suffers the avoidance result instead and the Mythos Condition does not resolve.
Awakened
The Mythos has instilled a dreaded knowledge into you that you can barely contain, and for what ends, you do not know.
Invoke
The Scion gains a single use of a Heroic Sage Knack.
Compel
That much knowledge is dangerous and creates a mental break at the worst time. The character automatically fails her next roll with a Consolation.
Avoidance
A character who holds on to the knowledge of the Mythos for too long suffers under the burden. The character suffers +2 Complication to all actions for each time she has avoided the Condition’s compulsion (cumulative) with a consequence of taking an Injury Condition if she doesn’t buy it off.
Herald
The Mythos plans to use you as a conduit to bridge their realms to the World.
Invoke
You are bound between this World and the others. Invoke this Condition to gain insight into a plot point or story element that directly relates to the scene you are in, as though you used the Interpretation Stunt on a clue.
Compel
The Mythos uses you to open a rift between realms. The character gains a Momentum and the area is flooded with Mythos creatures as they tear through the portal she created. These creatures immediately attack the character and her allies.
Avoidance
A character who prevents a rift from opening or ignores the Mythos suffers a disconnect from reality. She suffers an Injury Condition due to the stress and cannot travel to another realm by any means for the rest of the session.
Tasked
You are bound to serve the Mythos even if you don’t know what that means.
Invoke
The Mythos treats its servants well. Invoke this Condition after failing at a simple action to make it succeed as though you had 0 threshold successes. This buys off Complications associated with the action as well.
Compel
The Mythos demands your service in some bizarre or esoteric way. The character’s next action is a mixed action: whatever she was originally trying to do, plus attempting to accomplish the task the Mythos has set before her.
Avoidance
A character who ignores the Mythos’ requests finds herself out of its favor rather quickly and it lashes out against her loved ones. Imperil one of her Fatebindings.