This Charm is outdated. It needs to be upgraded.
Serendipity (·)
Cost: 1 Wisp
Action: Reflexive
Dice Pool: Wits + Science + Destiny
You tweak the threads of Destiny, causing a run of bad or good luck to the targeted individual that lasts for about a day. While there is no immediate mechanical effect for things like having a person find twenty bucks in their pocket while doing the laundry, making it so the teacher never calls on him when he doesn't know the answer, making someone's morning commute a nightmare, or having their fuses blow at the most inconvenient time, these effects can be a subtle way to reward good behavior, punish bad, or make the nakama's life a little easier.
I'd Rather Be Lucky Than Good (··)
Cost: 1 Wisp
Action: Reflexive
Dice Pool: Presence + Expression + Destiny
This Charm is cast in response to a roll. You or another person you can see gains the 8-again benefit on that roll
The Whammy (Fate-Weaver ···)
Dice Pool: Presence + Occult + Destiny - target's Composure
Cost: 2 Wisps
Action: Instant
You issue a doom to the targeted individual. Name a condition. An "infrequent" condition levies a -1 penalty to the roll and a "common or easy" one levies a -3 penalty. The next time after the current scene ends that the targeted individual is in a scene that meets the condition described, he suffers a penalty to all of his rolls equal to your casting successes for the remainder of the scene. You must tell the target your condition, but again you may be as cryptic ("Misunderstanding kills") or as direct ("The next time you fight me, I am going to absolutely kick your ass") as you desire. This Charm's effects last until activated, willingly ended by you, you cast this Charm again, or a number of days equal to your Inner Light pass.
Forge Destiny (Fate-Weaver ····)
Dice Pool: Intelligence + Persuasion + Destiny.
Cost: 2 Wisps
Action: Extended Action. Required successes is equal to targets Stamina + Resolve + Composure, each roll requires 10 minutes of focus.
By altering the lay of the land, one can guide which way the water will flow. Similarly, a Princess with this Charm can alter fate to guide a person’s destiny down the path she desires.
Dramatic Failure: Something hijacks the Princess’s attempt to meddle with destiny for it’s own ends, likely ones opposed to the Princess’s goals. Treat as an Exceptional Success, except the ST names a destiny for the target.
Success: The Princess creates a destiny for her target. This can be as simple as “He make it home in time for dinner” or as elaborate as “He will create a lasting peace in the middle east”. All rolls the target makes that help him fulfill his destiny gain a +1 bonus. The Charm’s effects last a lunar month.
Exceptional Success: The bonus increases to +2.
Entwine Fates (Fate-Weaver ·····)
Dice Pool: Manipulation + Crafts + Destiny (or Intelligence + Empathy + Destiny, whichever you guys like more)
Cost: 2 Wisps, 2 Willpower
The Princess weaves the destiny of two people together for a time. This takes an hour long ritual (often improvised on the spot by the Princess) and requires the Princess to have either a personal possession (something they use regularly or attach importance to) or some blood, hair, fingernail clippings, spit etc. from both targets. The ritual does not destroy the components used in it.
Dramatic Failure: The Princess botches the Charm completely, bonding one of the targets to herself instead. If the Princess was one of the targets, the Charm either binds her or the other target to somebody else she knows.
Failure: The Princess fails to bind the targets together. She cannot try again for at least one week.
Success: Both Targets gain the Entwined Destiny merit with regards to each other for the next lunar month. The nature of the relationship is chosen by the Princess.
Exceptional Success: The bonding goes unusually smoothly. The Princess only has to spend 1 Willpower on the charm, rather than 2.
Heroic Destiny (Hero-Maker ···)
Action: 1 Full Round
Cost: 2 wisps
Dice Pool: Presence + Occult + Destiny
Some people are destined to be heroes. This Charm lets you make anyone a hero, at least for a time. By weaving the light of hope into a person’s fate, you grant them the ability to change destiny.
Dramatic Failure: The Princess fumbles, squandering the target’s potential. The Wisps are lost and the target cannot be affected by the Heroic Destiny charm for a full week
Failure. The Princess fails to charge the target’s destiny with the Inner Light. She may try again in the next scene.
Success: The Princess imbues a person’s destiny with the light of hope, granting him the ability to shape his own fate. The target gains a number of "Destiny Dice" equal to the number of successes, to a maximum of 10. These dice may be added to any dice pool the target wishes. The Charm's effect wears off after one week, when you cast Heroic Destiny on another person, or when all the destiny dice are expended.
Lucky You (Hero-Maker ····)
Dice Pool: Intelligence + Occult + Destiny - target's Composure (if resisted)
Cost: 1 Wisp
Action: Reflexive
You are able to cast a contingent Charm on someone that you touch, that activates when they meet a condition of your choice. The Charm is cast at the same time as this one, but has no immediate effect, instead, it activates when the condition you dictate is met. The more successes rolled to activate this Charm, the more common the condition may be:
1 success: Improbable
3 successes: Infrequent
5 successes: Common or easy
You must tell the target of the condition named, but you can be as cryptic ("When all eyes turn toward you, you'll find the strength to carry on") or as direct ("Hey, jackass! Try stealing someone's purse again, and you're going to get set on fire!") as you wish. This Charm's effects last until activated, willingly ended by you, or one day plus one day per dot of Inner Light you have has passed.
Fortune Favors Her Own (Hero-Maker ·····)
Dice Pool: None
Cost: 2 Wisps, 1 Willpower
Action: Reflexive
This Charm is cast in response to a roll made by you or one of your allies; if used on an ally's roll, they must agree to accept its benefit. Reroll that dice roll, accepting the new result even if it is worse than the original. You cannot use this power on a dice roll that's already been rerolled through use of this Charm or any similar effect.