Aesir Purview Wyrd

Wyrd Purview

Wyrd Innate Power

Wyrd Innate Power

You have a personal fate that you know you are destined to meet. This might be a death whose circumstances mirror those of your divine parent’s fated doom in Ragnarok, a betrayal by those closest to you, the failure of an ambition, or some similar dramatic downfall. Whenever you encounter narrative difficulties that advance your fate or echo its circumstances, or because you are trying to avoid your fate, add 1 Momentum to the pool.

Link to original

CAST THE RUNES

CAST THE RUNES

Cost: Free
Duration: One session
Action: Complex
Once per session, you may perform a divination by casting runes etched onto stones, strips of bark, or other objects in a ritual that takes a handful of minutes to complete. The Storyguide gives you a lead or a clue about what will happen in the near future (i.e. what they expect to happen in the current session). If you use a Boon or marvel later in the same session, and the Storyguide agrees that it will help in bringing about the foretold events, you may draw on the divination to waive the cost of imbuing or spending a single point of Legend. Each use of this Boon only provides this benefit once.

Link to original

SPIN THE THREAD

SPIN THE THREAD

Cost: Imbue 1 Legend
Duration: Condition
Subject: One character
Range: Infinite
Action: Complex
You use the art of seiðr to lay a blessing or curse on another character, entering into a ritual trance that lasts one scene and envisioning their future. You predict a specific triumph or downfall the character will face, and impose a Condition that represents this destiny on them. If an action is likely to bring about the foretold fate, the Condition provides Enhancement 2. Actions that struggle against this destiny have their Difficulty increased by 1, or by 2 if they would make it outright impossible for it to come to fruition. These effects cut both ways — a blessing might make it more difficult for a warrior to undertake a plan if it would lead to his defeat, while a curse might give a foe an Enhancement on actions that lead to their downfall. This Condition resolves once the outcome you have predicted comes to pass, the Storyguide deems that it is no longer capable of being fulfilled, or you reclaim the Legend imbued in this Boon. It can also be lifted by magic capable of altering destiny, such as marvels of this Purview or the Fortune Purview.

Link to original

RUNIC CHARM

RUNIC CHARM

Cost: Imbue 1 Legend
Duration: Indefinite
Subject: One object
Action: Complex
You inscribe one of your Legendary Titles on an object or stitch it into a piece of clothing, imbuing it with some of your power. The charm’s user (who can be you) can then invoke that Title as if they were you but imited by their own Legend. Storyguide characters without a Legend score spend Tension instead if they are Antagonists or add to the Tension pool if they are allies. In either case, their effective Legend is equal to their Tier.

When you create the rune charm, choose one of these results as well:

  • User gains 2 Enhancement on Knack Skill rolls for the Calling associated with the Title;
  • User gains 3 Enhancement on any one Skill of your choosing;
  • If used on a weapon and the Title is associated with the Adversary, Destroyer, Hunter, or Warrior Calling, the item gains the Aggravated tag.
  • If used on clothing or armor and the Title is associated with the Guardian, Healer, or Lover Calling, the item gains the Resistant tag to a single source of damage.

Destroying the charm ends the Boon immediately. Otherwise, its minimum duration is the remainder of the current scene.

Link to original