Prophecy

Prophecy

Boon Level Cost Roll Effect
Hero’s Herald Give others in your band a large one-time bonus to a roll for an event you foresee.
True Nature 2+L Grant yourself and others additional dots of Determination for fulfilling Natures.
Expanded Awareness ●● Add your Prophecy Boons as successes to Join Battle rolls.
Omen ●● Read an omen each story that has a lasting benefit and penalty to your band.
Destined Drive ●●● Grant additional dots and channels of Virtues that are related to the story.
Flash of Foresight ●●● 3+L Foresee an attack in order to avoid taking damage from it.
Hero of Fate ●●●● 5L + 1W Wit + Aca Assign a heroic archetype to a bandmember, granting them appropriate bonuses and penalties.
Legendary Vision ●●●● 5L Per + Occ Foresee the climactic event of the story in order to gain Legend points when it occurs.
Fates Foretold ●●●●● Foresee moments of crisis to come in order to gain the band bonus Legendary Deeds during those scenes.
Seer of Signs ●●●●● 5L + 1W Read multiple omens per story and shed fatigue penalties when doing so.
Shared Burden ●●●●● ● Varies Give others Legend points in return for taking some of your fatigue penalties.
Tragic Flaw ●●●●● ● 3L + 1W Grant extra dots of a Virtue for the rest of the story.
Grip of Fate ●●●●● ●● 8L + 1W Man + Occ Prevent a target from rerolling or using Defensive Do-Overs.
Prophesied Greatness ●●●●● ●● 5L + 1W Make powers with positive Fatebonds less expensive for everyone in the scene, and powers with negative ones more expensive.
Avert Disaster ●●●●● ●●● 10L Prevent a target from taking damage by foreseeing and averting a single attack.
Fated Prowess ●●●●● ●●● Choose one Attribute that is no longer affected by fatigue penalties.
Unwanted Auspices ●●●●● ●●●● 5L + 1W Prevent an omen from affecting the band without your permission.
Shared Destiny ●●●●● ●●●● 10L + 1W Man + Emp Reset a target’s Virtues to their pantheon’s defaults, or purge one Dark Virtue.
Prophetic Vision ●●●●● ●●●●● 15L Perform prophecies for other bands or heroes to lose fatigue penalties.
Vessel of Fate ●●●●● ●●●●● 15L + 1W Turn fatigue penalties into bonuses for a single scene.
The Wyrd ●●●●● ●●●●● ● 30L + 1W Lose free will and learn the will of Fate in exchange for knowledge of the future that most concerns you.

Prophecy is a demanding and exhausting power, sapping much of the will and reserves of its oracles. Those who read the lines of Fate to divine the future suffer from debilitating mental and physical exhaustion from their efforts, and often find that they pay the price for learning the forbidden knowledge of the future by becoming weaker in body and mind as they go along. Various Prophecy boons may impose fatigue penalties on Scions who use them, which require them to roll a single die that cannot be rerolled or changed. When they do, they suffer from the following penalties based on their result.

Die Roll Result
1 Weakness: Scion suffers a penalty of half her Prophecy boons as autos from all damage rolls that use the Strength Attribute.
2 Clumsiness: Scion suffers a penalty of half her Prophecy boons to her DVs.
3 Frailty: Scion suffers a penalty of half her Prophecy boons to all her soaks.
4 Quick Temper: Scion suffers a penalty of her total number of Prophecy boons as dice from all rolls made to use Charisma knacks.
5 Bluntness: Scion suffers a penalty of her total number of Prophecy boons as dice from all rolls made to use Manipulation knacks.
6 Haggardness: Scion suffers a penalty of her total number of Prophecy boons as dice from all rolls made to use Appearance knacks.
7 Solipsism: Scion suffers a penalty of half her Prophecy boons as dice from all Perception rolls.
8 Dullness: Scion suffers a penalty of half her Prophecy boons as dice from all Intelligence rolls.
9 Slowness: Scion suffers a penalty of half her Prophecy boons as dice from all Wits rolls.
10 Fate is merciful; the Scion suffers no penalty.

All measures of half the Scion’s boons are rounded down. Fatigue penalties may be gained and lost in various ways, according to the boons themselves.

HERO’S HERALD

Cost: None
Dice Pool: None
The Scion with this Boon speaks with the voice of Fate, prophesying great deeds and spectacles to come. At the beginning of each story, the Scion receives a prophetic vision of the fantastic ways in which her bandmates who will be important in the trials to come. She declares it aloud, and each person in her band may choose in the future to declare that any one action they take is that prophesied event; when they do so, that single roll receives a bonus of the Scion’s total number of Prophecy boons (minimum of two) in automatic successes. Anyone choosing to use the Scion’s oracular bonus must also use a Legendary Deed on that roll, but when they do, the benefit from that Deed is doubled. No target of this boon may use their last Legendary Deed in a story without also using the Scion’s bonuses; they must either wait until later for that Deed or decide that this is the moment of glory that was foretold. This boon targets only other Scions who are currently in the prophetic Scion’s band, and cannot be used to grant bonuses to any others outside their heroic band.

Due to the mentally and physically exhausting effects of divining from the threads of Fate, the Scion suffers one fatigue penalty for each person who receives this bonus. That penalty remains until the person who received the bonus uses it, at which point it immediately disappears, as the Scion no longer carries the heavy burden of her comrade’s future.

TRUE NATURE

Cost: 2+ Legend per use
Dice Pool: None
The Scion with this boon may foresee the natures and personalities of his companions at work, looking into their futures to see how their most cherished principles shape what they do in time to come. Whenever someone in his presence gains a dot of Determination from fulfilling her Nature, he may spend this boon’s cost (2 Legend when he is a Hero, 5 Legend when he is a Demigod, and 10 Legend when he is a God); when he does so, she gains a second dot of Determination at the same time, as he emphasizes her Nature in the service of its future importance to the story. He also gains a dot of Determination himself when he does so, symbolizing his commitment to the dictates of Fate.

Alternatively, the Scion may choose to take a fatigue penalty instead of paying this boon’s Legend cost. When he does so, that penalty remains in place until he gains a dot of Determination, unaided, for himself. If he is unable to do so, it lasts for the rest of the story, after which it vanishes to allow him to embark on new adventures.

EXPANDED AWARENESS ●●

Cost: None
Dice Pool: None
The Scion with this Boon is no longer as blind to the flow of time and events to come as his fellows, and may apply his knowledge to the events of the present, having found the knack of forecasting what he might see only a few seconds into the future. He may add his total number of Prophecy Boons as automatic successes when he rolls to Join Battle, and may also add the same number as automatic successes to any Perception + Awareness roll he makes to detect an ambush. If anyone else in the same combat uses the Opening Gambit knack, the Scion with this boon may go at the same time she does, provided that he was already going to tie or beat her before she did so.

OMEN ●●

Cost: None
Dice Pool: None
Omens of the future, portending great deeds to come or hideous disasters lurking just around the corner, are an open book to Scions with this boon; they are capable of reading all the dangers and triumphs inherent in each prophetic occurrence around them, reading the future where others would be blind. Once per story, at the Storyteller’s discretion, the Scion receives one omen, which is chosen at random from the following table:

Result Omen
1 Omen of Disaster: Whenever anyone would gain any amount of Willpower, they gain half (rounded up). Each scene, a single die is rolled; on a 1, a natural disaster afflicts the area. All Scions gain one extra Legendary Deed that can only be used for elemental boons (from the Earth, Fire, Frost, Sky or Water purviews). Once the disaster has occurred, this omen ends.
2 Omen of Punishment: Whenever anyone successfully rolls to avoid a Virtue, that Virtue rolls an extra die the next time they attempt to do so; these extra dice are cumulative until the Scion enters Extremity for that Virtue. Whenever a Scion channels a Virtue, she adds dice or successes to her roll as if she had two more dots of the Virtue than she does. All Scions gain one extra Legendary Deed that can only be used for boons from the Justice purview. This omen lasts until the end of the story.
3 Omen of Hardship: All Legend costs are doubled. All Scions gain double their normal Willpower maximum and double their normal dots of Willpower. This omen lasts until the end of the story.
4 Omen of Failure: Any rolls made by Scions that succeed force them to spend one point of Legend; if they have no Legend, they take a level of unsoakable lethal damage instead. Whenever a Scion fails a roll in a difficult or important situation, he gainst three Legend. This omen lasts until the end of the story.
5 Omen of Illness: All Scions have double their normal number of health boxes. Each day, they suffer an amount of unsoakable damage (bashing for Heroes, Lethal for Demigods, aggravated for Gods) equal to the damage they took the previous day +1. All Scions gain one extra Legendary Deed that can only be used for boons from the Health purview. This omen lasts until the end of the story.
6 Omen of Death: Everyone gains the Scion’s total number of Prophecy boons as bonus dice to all damage rolls. All Scions have half their normal number of dying boxes. All Scions gain one extra Legendary Deed that can only be used for boons from the Death purview. This omen lasts until the end of the story.
7 Omen of Change: Everyone loses one associated purview or Attribute at random, but gains two others they did not previously have. All Scions gain one extra Legendary Deed that can only be used for boons from the Chaos purview. This omen lasts until the end of the story.
8 Omen of Divinity: Everyone in the band instantly regains all spent Legendary Deeds. All rolls to determine Fatebonds have a difficulty 1 lower than normal. This omen lasts until the end of the story.
9 Omen of Prosperity: All stunts return double the Legend points they normally would. All Willpower costs are tripled. All Scions gain one extra Legendary Deed that can only be used for boons from the Magic purview. This omen lasts until the end of the story.
10 Omen of Victory: Whenever anyone would fail a roll, they spend Legend equal to the successes they would need to succeed, and then succeed instead. If they do not have enough Legend, they must take unsoakable lethal damage equal to the difference instead. This omen lasts until the end of the story.

These effects apply only to the Scion with this boon and the others in her band; by reading the omens of the future, the Scion supports them and encourages them to come to pass, for which Fate rewards her by granting her Legend points equal to her total number of Prophecy boons. Whenever the Scion receives an omen, if she wishes for one member of her band to be exempt from its effects, she may take a fatigue penalty to spare them from it; she may do this as many times as she wishes, but only when the omen is first revealed, and fatigue penalties gained this way remain for the rest of the story.

DESTINED DRIVE ●●●

Cost: None
Dice Pool: None
Looking ahead into the heroic tale to come, the Scion with this boon may see the motivations and beliefs that push its actors into their legendary triumphs and defeats. At the beginning of each story, the Storyteller chooses one of the Scion’s Virtues at random, and one other Virtue at random; for the rest of the story, everyone in the band gets one of those Virtues at two dots. Each person in the band may choose which Virtue to take, and if they take a Virtue they already possess, those dots are in addition to their current rating. The Scion herself is rewarded by destiny for choosing to embrace her part in it and encourage her bandmates to do the same; if she chooses a Virtue she already has, she gets double the normal number of channels for it for this story, while if she chooses a Virtue she does not have, she gains quadruple the normal number of channels. These extra dots and channels remain for the rest of the story, after which they disappear to make way for the motivations of the next tale.

FLASH OF FORESIGHT ●●●

Cost: 3+ Legend per use
Dice Pool: None
The Scion with this boon sees not only the misty future of great deeds and faraway events, but also the very near and concrete future of his next few seconds, and may take advantage of his powers of foreknowledge to avoid dangers that are headed in his direction. Whenever he would be physically struck by any enemy or source, he may spend this boon’s cost to claim that he foresaw the attempt and avoided it; it does no damage to him, and indeed never hit him in the first place. He may use this boon at any time, but each time he does so in the same day, its cost goes up by an additional three points of Legend. Avoiding future calamities in this manner requires all his concentration, so while this boon may be used reflexively, it counts as a 3-tick action that distracts him from performing any other maneuvers.

HERO OF FATE ●●●●

Cost: 5 Legend and 1 Willpower per use
Dice Pool: Wits + Academics
The Scion with this boon may look into the future of a single person, determining what role Fate has determined for her to play. When he does so, he may spend this boon’s cost to declare that role aloud, investing his target with the abilities that she was ordained by Fate to possess. The Scion may choose any one of the following archetypes to apply to his target; once he does, they immediately gain his Prophecy boons as bonus dice to all rolls associated with it, and it immediately becomes associated for XP costs.

Archetype Associated Powers
The Caregiver Fortitude & Medicine; Guardian & Health; Valor
The Creator Art & Presence; Artistry & Earth; Expression
The Destroyer Brawl & Thrown; Chaos & Death; Vengeance
The Fool Empathy & Larceny; Fertility & Illusion; Endurance
The Innocent Animal Ken & Integrity; Animal & Water; Harmony
The Loner Stealth & Survival; Darkness & Frost; Piety
The Lover Empathy & Presence; Moon & Sun; Loyalty
The Magician Occult & Awareness; Magic; Conviction
The Ruler Command & Politics; Justice & Sky; Order
The Sage Academics & Investigation; Mystery & Prophecy; Intellect
The Seeker Athletics & Control; Psychopomp; Stars; Courage
The Warrior Melee & Marksmanship; Fire & War; Duty

In addition to gaining bonuses to the abilities and purviews above, the Scion’s target must spend at least one point of XP toward purchasing some of them every game session, which may be kept track of in a separate XP bank. Each archetype is also associated with a Virtue; if the Scion’s target already possessed that Virtue at four dots or higher, she gains gains four additional channels for it for the remainder of the story, and if she didn’t, she gains however many additional phantom dots of it are required to bring her up to a total of four. If more than one person in the band possesses an archetype from this, boon, all of them suffer equivalent penalties on all abilities and purviews that their fellows have bonuses to, although their Virtues and XP are unaffected. Once this boon has been used on a given target, its effects last for the rest of the story, and it cannot be used on that target again. The Scion may use this boon only once per game session, but once he has used it, he must use it again at least every other game session thereafter, or until he runs out of people (including himself) in his band. This boon can only assign a given archetype to one person in the band at a time, and cannot make a given target the same archetype two stories in a row; Fate demands that she take on new challenges in each new story.

This boon can only be used on targets in the Scion’s band. If more than one prophetic Scion wishes to use this boon, each can pay its cost at the same time that one attempts to do so; they may all roll Wits + Academics against one another, and the winner may choose the current target’s archetype. The other prophets that did not win may still use this boon on a different target on that same action, but may also choose not to if they were only interested in fighting for the right to reveal a particular Scion’s future.

LEGENDARY VISION ●●●●

Cost: 5 Legend per use
Dice Pool: Perception + Occult
At the beginning of each story, the Scion with this boon must spend its cost immediately. When she does, she is favored with a glimpse of the final crisis of the tale in which she and her friends are currently starring, the climactic battle or last interaction that their future story is building up to. Whenever that scene arrives in the story (at the Storyteller’s discretion; they should inform the Scion that the moment they foresaw has come), the Scion immediately gains Legend points equal to her Legend rating + 5, as the power of destiny rushes into her at this portentious moment.

However, such visions of important events are draining for the Scion, whose body was never meant to contain the awesome energies of Fate. Upon using this boon, she must roll her Stamina + Fortitude against her own successes on the activation roll; if she is not successful, she gains a fatigue penalty, and another for every 5 successes past her goal she failed to roll. These fatigue penalties remain until the foreseen crisis occurs, at which point they instantly vanish.

FATES FORETOLD ●●●●●

Cost: None
Dice Pool: None
At the beginning of each story, the Scion with this boon sees a sudden, overwhelming vision of important moments to come, clueing him in as to major conflicts on the road ahead. The Storyteller should provide some general guidance as to the content of these conflicts – perhaps that there will be a lot of water, or that animals are involved, or that the Scion feels the sharp sting of betrayal – but the Scion alone can determine when they have arrived. Twice per story, the Scion may decide that this is the foretold moment, decreeing it loudly to all and sundry, and when he does, his prediction comes true. The scene becomes one of the Scion’s foretold moments of destiny, and gains whatever elements or enemies the Storyteller mentioned at the beginning of the story in addition to whatever is already happening. The Scion and his band all gain a number of extra Legendary Deeds equal to half his total number of Prophecy boons (rounded down), as they are empowered to make the scene as epic as it was meant to be; these Deeds can be used only in this scene, and vanish once it ends.

The exhaustion of bringing such proclamations of Fate to light afflicts the Scion whenever he uses this boon; as soon as he has declared a scene one of the foretold conflicts, he gains a fatigue penalty that remains until the end of the story. If he has failed to use one or both of his possible conflict visions before the final crisis scene of the story, both of them happen simultaneously at that time.

SEER OF SIGNS ●●●●●

Cost: 5 Legend and 1 Willpower per use
Dice Pool: None
The Scion, now capable of seeing Fate’s marks everywhere in the world around her, may now seek out omens at will. She may at any time choose to divine an omen as in the Omen boon, and may do so a number of times per story equal to half her Prophecy boons, rounded down. If she does not choose to do so, she still experiences the one randomly allotted by the Storyteller whenever they choose, but if she divines an omen of her own free will before the Storyteller does, the random omen no longer occurs. As before, she may exempt her bandmates from the effects of omens, but doing so now incurs two fatigue penalties.

Since the Scion is now actively seeking out Fate’s decrees, she is afflicted by its backlash much less severely. Whenever she experiences an omen, she may choose two fatigue penalties which no longer afflict her.

SHARED BURDEN ●●●●● ●

Cost: Varies (see below)
Dice Pool: None
The gift of foresight is a heavy load for anyone to bear, and a prophet often runs the risk of death or permanent exhaustion from trying to embrace and enforce all of Fate’s weighty decrees. By making physical contact with another person, the Scion with this boon may share the load, transferring some of his fatigue penalties to another vessel. When the Scion uses this boon, which costs him a number of points of Legend equal to his current number of fatigue penalties, he immediately loses one fatigue penalty of his choice, while his target immediately gains two fatigue penalties at random. The target also gains a number of points of Legend equal to twice what the Scion spent to activate this boon, however, as his power flows into her magnified by the dedication to Fate that she is undertaking. If the fatigue penalty the Scion chose to lose would have vanished at a specific time or event, the target’s new penalties likewise expire at that time.

This boon may be used reflexively, but it can only be used on a willing target. No prophet can force any other being to help them carry the burden of foreknowledge without their consent.

TRAGIC FLAW ●●●●● ●

Cost: 3 Legend and 1 Willpower per use
Dice Pool: None
A prophetic Scion faced with an enemy – or even simply someone destined for failure – may visit her displeasure upon her target with this boon, which highlights the strengths of his personality but ensures his eventual downfall when those strengths run rampant. By paying this boon’s cost and making a proclamation of her target’s coming downfall, the Scion may enhance his destiny by granting him two additional dots to his highest Virtue (which can go up to nine dots once this boon has been used), as well as two bonus channels for that Virtue above his normal maximum, giving him the ability to call upon his principles in moments of crisis but making him much more likely to fall prey to their demands at some critical moment. These enhancements last for the rest of the story, or, if this boon was used within the last two game sessions of a story, until the end of the next story, and using this boon imposes one fatigue penalty on the Scion that lasts for the same period of time.

GRIP OF FATE ●●●●● ●●

Cost: 8 Legend and 1 Willpower per use
Dice Pool: Manipulation + Occult
With this boon, a Scion may directly enforce the edicts of Fate upon those around him, demanding that they fulfill their role in events to come with no chance of attempting to twist that future to suit themselves instead. If he overcomes his target’s automatic resistance roll, the Scion renders her unable to spend Legend to reroll or perform a Defensive Do-Over for a number of days equal to his threshold successes, forcing her to conform to events as Fate lays them out. Should anyone with the Magic boon Warp the Weft use it in the vicinity of the target so handicapped, she may reroll or perform a Defensive Do-Over only once per roll instead of twice.

PROPHESIED GREATNESS ●●●●● ●●

Cost: 5 Legend and 1 Willpower per use
Dice Pool: None
The Scion with this boon may use it to see the strands of Fate’s decrees for a split second, becoming privy to those tasks that those around her are destined to excel at and discovering which abilities have been decreed outside their destinies. Everyone who shares the scene with the Scion (as well as the Scion herself) is gripped by the force of her prophecy, and finds that all boons or knacks from purviews or Attributes to which they possess a positive Fatebond are lowered in cost by two points of Legend (to a minimum of one), making it suddenly almost effortless to fulfill Fate’s expectations. However, it becomes far more difficult to take actions that have not been prophetically foretold; boons and knacks from purviews and Attributes to which those around her have no Fatebonds are increased in cost by one point of Legend, and any that they possess negative Fatebonds to cost two more Legend than they normally would. This boon’s effects last for one scene, after which all power costs return to normal.

AVERT DISASTER ●●●●● ●●●

Cost: 10 Legend per use
Dice Pool: None
By looking into the immediate future and discovering impending disaster about to strike, the Scion with this boon may avert such dangers from visiting tragedy on unsuspecting victims around him. As in the Flash of Foresight boon, the Scion may prevent any one physical attack from affecting his target, declaring that it is no longer her Fate to be struck in such a manner. Doing so costs ten points of Legend; alternatively, if he wishes, the Scion may take one fatigue penalty instead of paying the Legend cost in order to spare a companion from a grisly fate.

FATED PROWESS ●●●●● ●●●

Cost: None
Dice Pool: None
Now one of Fate’s most powerful servants and the vessel of its proclamations, the Scion with this boon may beg Fate’s leniency in return for her service. Upon purchasing this boon, she may choose a single Attribute; when she does, she can no longer receive fatigue penalties to that Attribute from any source, and any roll that would apply a fatigue penalty to it instead applies no penalty at all (just as if she had rolled a 10). If she purchases this boon while she already has fatigue penalties to her chosen Attribute, all penalties attached to it are immediately rerolled and attached to other Attributes instead.

Once the Scion chooses which Attribute this boon applies to, it is permanent; she cannot change her mind or attempt to move this protection to any other Attribute later.

UNWANTED AUSPICES ●●●●● ●●●●

Cost: 5 Legend and 1 Willpower per use
Dice Pool: None
The Scion with this boon may now choose among the many portents of things to come, deciding which will most immediately affect the heroic destinies of himself and those around him. Whenever he receives an omen as a result of either the Omen or Seer of Signs boons, he may pay this boon’s cost to decide that it does not affect his band after all; when he does so, it simply fails to occur. He may choose whether that omen is removed from this story entirely, preventing it from being chosen again later, or allow it to remain in play but simply not take effect at this time. If an omen is removed from the game in this way, it cannot be chosen again for the rest of the story, but returns as an option when the next story begins.

Use of this boon does not allow the Scion to receive a new omen; if he prevents the one he would have received, no sign occurs and nothing happens. However, he may use other boons in an attempt to receive more omens again, and use this boon as many times as he wishes to pay for it. No Scion may ever remove all omens from play with this boon; at least one must remain to affect him as Fate deems fit.

SHARED DESTINY ●●●●● ●●●●

Cost: 10 Legend and 1 Willpower per use
Dice Pool: Manipulation + Empathy
When a Scion uses this boon, she reaches into the mysteries of her target’s past and future alike, reading their destiny in the lines of their origins and divine heritage. By overcoming her target’s automatic resistance roll (targets of Legend 8 or lower may not resist), she may call upon his shared destiny with his people and reset his Virtues to the original four espoused by his pantheon, regardless of how or why they may have changed. Any Virtues that were not native to her target are removed, and their dots reassigned to native Virtues instead at her discretion (although she may not move any dots that are already in native Virtues). Her target’s newfound connection to his original people and precepts lasts for a number of days equal to her threshold successes if he is Legend 9 or higher; if he is Legend 8 or lower, the change is permanent.

Alternatively, the Scion may also use this boon to purge a Dark Virtue that afflicts a deity of Legend 9 or higher. In order to do so, she must spend one dot of Willpower; the Dark Virtue is permanently removed and replaced with a Virtue native to her target’s pantheon at the same dot rating.

PROPHETIC VISION ●●●●● ●●●●●

Cost: 15 Legend per use
Dice Pool: Intelligence + Occult
The Scion with this boon is now a true prophetic power, an oracle privy to the secrets of Fate who may be sought after by heroes and even gods in need of his awesome insight. He may now grant the effects of his Prophecy boons to others outside of himself or his band, acting as a conduit for the awesome forces of destiny itself, as follows:

Destined Drive: The Scion may use this boon on behalf of a band other than his own, granting them all its normal effects. He may lose one fatigue penalty of his choice upon doing so.

Fates Foretold: The Scion may grant this boon to one other member of his band, who enjoys its effects just as he normally does. His target may only activate this boon in one scene over the course of the story, and may not use it in the same scene that the Scion himself does. Both the Scion and his target suffer from any fatigue penalties.

Flash of Foresight: The Scion may grant this boon’s power to a band other than his own, giving every member of it a single use of this boon. Each member of that band must pay to activate the boon themselves. The Scion may lose one fatigue penalty of his choice upon granting this power to another band.

Hero of Fate: The Scion may assign one target who is not in his own band a heroic archetype and all associated effects from this boon, which apply to that target for the remainder of the story. He may lose one fatigue penalty of his choice upon applying this archetype to another being.

Hero’s Herald: The Scion may grant the effects of this boon to all members of a band other than his own. He still suffers from the normal fatigue penalties of doing so, but may also lose one fatigue penalty of his choice.

Legendary Vision: The Scion may grant this boon to one other member of his band, who enjoys its effects just as he normally does. Both he and his target suffer from any fatigue penalties.

Omen: The Scion may seek out and apply an omen to a band other than his own. When he does so, he may lost one fatigue penalty of his choice.

The Scion may only grant each of these benefits once per story; once he has already used Hero of Fate on behalf of a stranger, for example, he may not do so again until the next story begins. All costs and fatigue penalties apply to the Scion and the users he grants boons to as they would normally.

VESSEL OF FATE ●●●●● ●●●●●

Cost: 15 Legend and 1 Willpower per use
Dice Pool: None
The Scion with this boon is Fate’s most beloved servant and is empowered to carry out its will against all odds. When she uses this boon, all of her fatigue penalties immediately reverse, becoming equivalent bonuses instead, as Fate grants her the power to achieve her destiny and rewards her for all her work as its steward in the past. The new bonuses remain for the rest of the scene, after which they revert to penalties again. In addition, once they do so, she also gains one new fatigue penalty to each Attribute that was affected by the use of this boon. These new penalties last for the remainder of the story; if this boon was used in the last two game sessions of the current story, they instead carry over into the next.

THE WYRD

Cost: 30 Legend and 1 Willpower per scene
The Scion becomes an agent of Fate, and loses free will in order to help Fate’s aims come to pass; in return, Fate resolves one of the Scion’s subplots in his favor.

Prophecy

God-Touched Nut_Meg