BUTTERFLY EFFECT
Cost: Variable
Duration: Variable
Subject: Action
Range: Short
Action: Simple
A single push of a domino can set off a series of effects that can lead to either ultimate victory or
destruction. Gods who follow Chaos know this betterthan anyone else. A seemingly unconnected series of circumstances can wreak havoc over time.
The God may spend between 1 to 5 Legend points to set off a series of incidents that will lead to their ultimate goal. This series of incidents can occur either over one scene or over the course of an entire act or series, depending on how many Legend points were spent and what the God is attempting the accomplish. When creating the Butterfly Effect, a Collateral pool is also made (Titanomachy p. 142). Each time eitherthe God or their companions are in direct association with incidents caused by their Butterfly Effect or perform actions that would lead to the ultimate goal of the Butterfly Effect, they add a die to the Collateral pool. Once the Collateral pool reaches up to 10 dice, the individual who added the final die rolls all 10 dice. The Storyguide then chooses any of the following Stunts, based on number of successes rolled.
- Echo (3 success): Alter the Field with an aspect of the rolling player’s Purviews. A building might sprout flowers, a road could turn into a river, trees could become metal sculptures, and so on. These changes persist until the end of the scene. Harm (2 successes vs. trivial targets/any successes over Defense): Either a major character is hurt by an environmental disaster caused by the characters’ actions or the power unleashed causes injury (or death) to any number of trivial bystanders.
- Incite (2 successes): Onlookers turn against the characters. The triggering character has +1 Difficulty to social interactions for the rest of the session for each time this Stunt is chosen, to a maximum of +3. Pin (2 successes vs. trivial targets/any successes over Defense): A massive piece of rubble falls either on a major character in the scene, or on any number of trivial bystanders, trapping them until they break free or are rescued.
- Raze (Successes equal to Size): Destroy an object established in the Field such as a building, a getaway car, an armored vehicle, etc.
- Rift (5 successes): An aspect of an Overworld, Underworld, Terra Incognita, or other cosmological place associated with the rolling character appears, subsuming part of the Field and displacing its reality. Threats from this Otherworld may appear, if dramatically appropriate. Reality reasserts itself at the end of the scene.
- Scatter (2 successes): All trivial or non-magical targets (including followers) flee the area, out of terror or self-preservation. Even well-drilled military units will run. This is a fear effect for the purposes of Knacks and Boons.
- Trickster Specific: Trickster’s Choice: If you are the one who rolls the 10 dice, then instead of the Storyguide choosing which Stunts are used, you may make that choice.