Fortune

CASTING CALL

Cost: Imbue 1 Legend
Duration: Scene
Subject: One character
Action: Simple
Fortune delivers just the right person to you, temporarily anchoring them to you in whatever role serves your purpose. You can specify up to three general characteristics for the intended character, describing demographics, skills, or mood — things like “old enough to be elected president,” “good with fixing cars,” or “willing to work for cheap.” They’ll arrive on the scene as soon as reasonably possible; in a busy restaurant, they might be sitting at the next table, but in the Mojave Desert, you might need to crest the next dune to spot them in the distance. If their help significantly progresses the story and you choose to take a Fatebinding with them, it begins at +1 Strength

CHARMED LIFE

Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
You become a bastion of good luck and automatically get whatever result you want on games of pure chance such as dice, roulette, and slot machines. In contests of skill, this provides +3 Enhancement as the smallest of coincidences arrange themselves in yourfavor. Once per scene, you may reroll an opposed roll other than a Clash of Wills, using the second result even if it ends up worse than the first.

  • Guardian Specific: Protective Amulet: You can indefinitely endow your fortune into an object, creating a charm. Whoever holds it gains the benefits of this Boon for as long as your Legend remains imbued.
  • Judge or Trickster Specific: Never Prosper: Characters attempting to cheat against you in a game or contest must make a Clash of Wills with Manipulation + Legend against your Cunning + Legend, or else they automatically fail in a way that is either ironic (for Judges) or humiliating (for Tricksters).

DESTINY DECLARED

Cost: Spend 1 Legend
Duration: Condition
Subject: Self
Clash: Intellect + Legend vs. Resolve + Legend
Range: Medium
Action: Simple
You tell a character what destiny has in store for them, revealing an auspicious role that they could embrace which would bring them into harmony with Fate. This is usually an occupation or social role, like “the greatest paramedic” or “the world’s best big sister.” When they undertake an action to fulfill that roll, they may reroll up to five failed dice per scene as Fate tips in their favor. This Condition ends if they willingly shirk their destined role or betray a closely associated value, such as a paramedic neglecting a patient due to a petty grudge.

  • Sage Specific: Written On Your Face: When you cast someone in their auspicious role, it becomes automatically obvious to anyone who meets them. This increases the Attitudes of appropriate characters by 1 based on the role — siblings everywhere will feel more comfortable around the world’s best big sister, after all.

DIRE WARNING

Cost: Spend 1 Legend
Duration: Condition
Subject: Self
Clash: Intellect + Legend vs. Resolve + Legend
Range: Medium
Action: Simple
You announce how a course of action will inevitably lead to your target’s downfall. This must be a specific, voluntary action they could avoid — you can warn someone away from visiting the Solstice Club or tell them not to press their luck hunting the yeti. If they ignore your warning, they suffer a Cursed Condition that inflicts a +1 Difficulty on any action that opposes your warning. If they succeed despite the curse — such as by battling their way to the club or successfully bagging a yeti — the Condition metastasizes into a single act of terrible fortune. Fate visits one final calamity on them sometime after their victory, transforming a successful roll into an ironic failure at the Storyguide’s discretion. This Condition can only be resolved if the target truly abandons their course ofaction or willingly seeks and accepts your advice. This Boon is free when used on trivial characters.

  • Sage Specific: What I’d Do Is…: In addition to warning someone away from a course of action, you may also provide an alternative strategy; when followed, they ignore any problems from this Boon and instead gain +2 Enhancement to enact your plan.

DIVINATION

Cost: Spend 1 Legend
Duration: Condition
Subject: One character
Range: Medium
Action: Simple
You divine a character’s luck in the near future. Out of character, you decide whether they will enjoy good or suffer bad luck as a Condition. Once per scene, before that character makes a roll, you can declare that their luck intervenes — good luck lowers the target number by 1, while bad luck increases it by 1. You can invoke their luck even if your character is not in the scene.

A character’s good luck runs out once this benefit has been applied a total of your (Legend + 1) times. Bad luck runs out at the end of a scene where a failure on the penalized roll led to significant consequences, or if the victim accepts a botch offered by the Storyguide on any action.

FATEFUL CONNECTION

Cost: Spend 1 Legend
Duration: Instant
Subject: One character Fatebound to you
Range: Infinite
Action: Simple
You invoke the Fatebinding of a character tied to you to cause them to appear in the narrative and provide a benefit based on their Fatebinding role without it counting against the usual once per episode limit. Synchronicity arranges for that character to be near enough to arrive rapidly with a completely plausible explanation — maybe they’re visiting their family, or stalking you, or their plane had to make an emergency landing nearby. If the Storyguide agrees, this can even bring characters into Terra Incognitae and other realms of existence (maybe they tripped through a portal).

NINE LIVES

Cost: Imbue 1 Legend
Duration: One scene
Subject: Self
Action: Simple
Your luck is strong enough to survive impossible accidents and deadly firefights. You add +1 Defense against attacks and have Enhancement 2 on any roll where you could suffer physical harm as a direct result of failing it.

  • Adversary Specific: Best Enemies: At the start of each session, you may decide who your best enemy is; while under the protection of this Boon, your best enemy increases the cost of the Inflict Damage and Critical Stunts against you by 1 each.

OBSCURE FATE +

Cost: Spend 1 Legend
Duration: Instant
Subject: One Future Event
Action: Simple
Your powers over Fate allow you to not only see the future, and manipulate events, but you can also obscure such events from others. By spending a Legend, you can can take one future event, either real or imagined, and make it impossible for others to gleam the outcome by any supernatural means (including your own)

This effects all attempts to gleam the future by characters within your tier or lower. Characters of a higher tier must make a Clash of Wills when attempting to glimpse.

REVERSAL OF FORTUNE

Cost: Imbue 1 Legend
Duration: Instant
Subject: One character
Range: Short
Action: Reflexive
You tip Fate’s scales for or against those around you. When another character achieves at least one success on a dice roll, you can turn any Enhancements they have into Complications or vice versa.
Tyrant — Now Do as I Say: Targets of this Boon look upon you with dread and fear. Spend 1 Momentum to receive a + 2 Enhancement to positively shift attitude (fear makes them obedient) for anyone you’ve created a omplication for because of this Boon. If the difference between your Tiers is two or more increase the Enhancement to +3.