Destiny


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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.‭