Fate Domain
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Domain Power: Imminent Fate - Perception rolls gain a +1/+2/+3 Fate bonus and 9-again.
Rank | Power | Description |
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1 | Sense Fated | Active: Sense the proximity of Fated around you. |
2 | Fated Proximity | Passive: Gain a +2 to Initiative if within Rank x 10 yards of another Fated. Active: Once per day, improve your place in the initiative order to that of another Fated within Rank x 10 yards. |
3 | Precognition | Active: The player can query the StoryTeller to determine if unknown information not available to the character would make an action result in Positive, Neutral, or Negative consequences. |
4 | Predictive Reaction | Active: Reactively Gain a Fate bonus to defense equal to rank for 1 round. Applies against all physical attacks and AoE spell attacks. Does not apply to pattern spell attacks. |
5 | Destined to Live | Active: Once per day, if incoming damage would reduce you to negative health, the damage from that specific attack does not occur. May be activated as a reactive free action. Costs 1 Story Point. |
Rank | Power | Description |
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1 | ||
1 | ||
3 | Whispers of Fate | Brush the threads of Fate with your fingers to prompt someone to make a different choice. The choice must be one that the target might reasonably choose to take and must be approved by the StoryTeller. The StoryTeller may optionally choose to provide a fixed list of possible choices for you to pick from. This functions as if it is a Diplomacy roll using the spell roll instead, however this is not an actual diplomacy attempt and may not contain reasoning or debate. This may not be used against any target involved in the strain of combat. |
4 | The Other Path | Once per encounter, reactively change a target's movement action to arrive at a different destination point. Must succeed on a spell roll opposed by Mental Defense. The total distance moved must remain the same, and the new movement action choice must be a choice that the target could have reasonably chosen to make instead. The StoryTeller must approve of the new choice, and may make a standard action as if it never happened. In such a case, the target still retains the ability to take a different standard action from their new location. The StoryTeller may optionally choose to provide a fixed list of possible movement actions for you to pick from. This ability may be activated after the target's movement action and before or after the target's standard action, but must be used before anyone else takes an action. If the action is completed and initiative moves on, what has happened has already been woven into the weave of Fate and may not be changed. |
5 | Destined to Die | Attempt to cut the strand of fate connected to a target. This functions as a Slay. The effect is repeated once per round for a total of 3 rounds, gaining a +1 Fate bonus for each round after the first. Costs 1 Story Point. |
Rank | Power | Description |
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1 | Threads of Fate | Achieving a critical success on any rolled action grants a Thread of Fate, which may be consumed to fuel abilities in this Line. A maximum of 1 Thread of Fate may be held at any time. Each unspent Thread of Fate expires 24 hours after being gained.
Reactively consume a Thread of Fate to negate the additional ill effects of a critical failure. This does not negate the failure, it just makes a critical failure into a normal failure. This may be used on another Fated's critical failure within range. |
2 | Shielded Thread | Reactively Consume a Thread of Fate to gain a +Rank Fate bonus against Slay effects. |
3 | Thread Shift | You may now carry a maximum of 2 Threads of Fate. Additionally:
Reactively consume a Thread of Fate to ignore the first Rank of Dodge Reduction in an incoming attack. This effect persists for Rank rounds. |
4 | Bend Thread | You now also gain a Thread of Fate when a Fated within Rank x 10 yards uses a Story Point. Additionally:
Reactively consume a Thread of Fate to (...) |
5 | <to be made> | You may now carry a maximum of 3 Threads of Fate. Additionally:
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