Fate and Fortune

Fate

Players can use their Fate only to react or respond to a situation that is happening in the present of which they are aware. It alters reality to make it so that whatever outcome the Fate amulet is being spent on to prevent never occurred, and instead, the thing that was agreed upon by the Fateweaver and the player takes place. To indicate one’s Fate has been spent, turn the Fate amulet over, showing “tails.”

At the end of a Weaving in which you spent your character’s Fate, you may pick up the Fate amulet (or a proxy) and flip it in the air. If it lands showing heads, the Blackbird’s Fate is Reclaimed, and the Fate amulet will start the next Weaving showing heads.

If it doesn’t, it remains spent, and the coin starts the next Weaving showing tails. At the end of that next Weaving, flip it twice. If either of the flips come up heads, Fate is Reclaimed. If none of them do, it remains spent. At the end of the third Weaving, flip it thrice as per above. Again, if any of the flips come up heads, it is Reclaimed, while if none of them do, it remains spent.

Three flips is the maximum a player may make. For each subsequent Weaving that Fate remains spent, the player continues to flip their coin three times.

Fortune

Fortune may be spent for any of the following:

  • Urd's Voice: Retroactively establish some prior preparation or study.
  • Verdandi's Embrace: Grant the Enchanted Quality to one weapon for a scene.
  • Skuld's Vision: Ask the Fateweaver an open-ended question.
  • Swap out a Talent or Technique for another.
  • Reroll a test that wasn’t a Critical or Sublime.
  • Gain 1 AP.
  • Treat a D6 roll as a 6. The die explodes as normal.
  • Move higher on the Initiative Ladder.
  • Recover one level of Peril.