Fate's Careen Item in Under the Twilight of Forgotten Sins | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Fate's Careen

It is a single set of small bone dice, one six-sided and one eight-sided. Each face of the dice shows a unique inscribed glyph inlaid with what looks like liquid silver. The glyphs change about from time to time, moving from one die to the other. The effect of Fate's Careen is a combination of elemental and probability control.   Some have called them Quantum Dice. Where they come from and how they work is a mystery. What they do is also a mystery except that sometimes events just seem to change. Those around the events have vague memories of the initial events.   Most disturbingly, the wearer will sometimes vaguely recall dying, only to not have experienced the event causing their death. Some theorize that the dice allow a consciousness to transfer to alternate realities where events happen in a slightly different manner. If so, it affects those around the wearer of the dice also.     The working theory is that when one has a close call, in several alternate probabilities that person ceases to live. However - for each individual - they will never know this because only the realities in which they lived will remember surviving. That is why someone can look back and marvel at all the close calls in their life - because in truth not all versions survived these close calls, only those versions still around to witness being alive can by default, remember.   These dice somehow circumvent that effect for the consciousnesses which would have perished, allowing the surviving realities to glimpse the failed existences.  

Dice Benefits

  • Level 1 - Once per game, should the wearer engage in an action which leads to their immediate death, that event doesn't happen and the wearer retains a vague memory of how the event happened.
  • Level 2 - +2 on all reflex saves.
  • Level 3 - +2 on all fort saves.
  • Level 4 - The wearer can reroll all 1's rolled by a D20.
  • Level 5 - Fateful Touch (Su): You can touch a creature as a standard action, granting them the ability to automatically succeed or fail (at their option) on one saving throw, skill check, or ability check. The automatic success must be used within one minute of being touched.
  • Level 6 - Wearer can reroll one failed Fort a game.
  • Level 6 - The wearer can reroll one failed Reflex save a game.
  • Level 7 - As the wearer starts seeing the walls between alternate possibilities break down, the wearer begins to see how everything relates and can influence nearby events. Twice per day as a swift action, an attempt to stop any action within 25 feet from occurring can be made as the events unfold. The player must describe how their actions could prevent the action from occurring, like creating a distraction, rolling a marble across the floor, spilling their drink on someone nearby. It must be capable of creating a chain of events which will disrupt the action.
    If the action requires a roll, then this simply forces the action to be rolled at disadvantage. If it is an action does not require a roll, then the target must make a successful will save with the difficulty with a base difficulty of 14. The originality of how the event is prohibited can offer bonuses to the difficulty.
  • Level 8 - The wearer attacks with advantage during the final/main encounter of any game.
  • Level 8 - The wearer gains the benefits of light fortification in the form of luck. This means that a 25% chance exists that any critical or sneak attack damage is ignored.
  • Level 9 - With greater confidence and a belief of invincibility comes a greater resistance to mind-affecting effects. All will saves are made at advantage.
  • Level 10 - 3/day the wearer can, as an immediate action, ignore any sneak or critical damage applied to them for a single round.
  • Level 10 - All primary damage dice of a weapon now chains when a max number is rolled. For example: Assume a damage roll of 2d6. For every six rolled, add another d6. If that is also a 6, continue the chain.
  • Level 11 - Any opponent who rolls a critical fumble when attacking the wearer of the dice must immediately make a new attack roll if there is another viable target for them to hit which happens to be their ally. Through great misfortune, possibly slipping, forgetting their surroundings, or some other happenstance, that attack is made against the new target instead.
  • Level 11 - +2 enhancement bonus to Dex
  • Level 12 - When attacking and there is a concealment type penalty to miss, that penalty is halved. (Normally the penalty is 50% so it would now be 25%) (
  • Level 12 - Any attack which does over 50% damage invokes a charisma based check with a DC of 15. On a success, the dice wearer only thought they were hit, will look down perplexed, but find they are actually ok.
  • Level 12 - The wearer gains the benefits of moderate fortification in the form of luck. This means that a 50% chance exists that any critical or sneak attack damage is ignored.
  • Level 13 - Any critical fumble within 30' by an opponent automatically invokes an attack of opportunity from all legal adversaries, just as if they had moved out of a threatened space.
  • Level 11 - All morale bonuses are doubled due to the lucky expectations of the dice wielder.
  • Level 14 - Anyone charging the dice wearer must make a trip check to complete the charge, else they trip in route. The check is as if the dice wearer were the one performing the trip.
  • Level 14 - All hit points from here on out are maximized.
  • Level 15 - All spells cast are automatically maximized.
  • Level 15 - The enhancement bonus to Dex is now +3
  • Level 16 - All opponent physical skill checks within 30' are either A) made at disadvantage, or B) made with a -15 penalty. The wearer gets to choose before the dice are rolled.
  • Level 16 - Fateful Touch for all allies within 10 feet, this is a move action and can be used once every 5 rounds.
  • Level 17 - The enhancement bonus to Dex is now +4
  • Level 17 - When attacking and there is a concealment type penalty to miss, that penalty is only 10%. (
  • Level 18 - The wearer gains the benefits of heavy fortification in the form of luck. This means that a 75% chance exists that any critical or sneak attack damage is ignored.
  • Level 18 - Unable to lose at any game of chance. Has a tendency to win lotteries. However, winning always seems to cause someone else nearby an equal level of misfortune.
  • Level 19 - The enhancement bonus to Dex is now +5
  • Level 20 - Every round during combat roll a d6. On a 6, a completely bizarre and improbable event will occur which somehow hinders an opponent in the area or benefits the dice wearer. The dice wearer can force this event for a given round as a standard action. However, forcing luck like this causes this ability to not work for the next hour. If during that hour the wearer tries to force such an event a 2nd time, Fate's Careen becomes completely inactive, with all of its benefits, for 1 full day. If during that day the wearer tries to force it a 3rd time, then Fate's Careen quits working for a full week.
  •  
 

Temple Benefits

Currently uncontrollable, when the wearer has great need, the wearer will suddenly exist in multiple states (copies), unaware of the other states. To others, it will appear as if duplicates of the wearer have come into existence. Each wearer will then head off in different directions, making different choices. Each such copy will only exist for a matter of seconds and then all but one copy will disappear. The remaining copy will have usually have made or taken the best possible course of action. Observers will see this play out in full. To the wearer, only a brief memory of what the other copies saw will exist. Each copy is oblivious to the other copies and can not interact with them.   Even after the evident destruction of the temples, this ability remained full intact indicating that it was not actually tied to the temples afterall.

Comments

Please Login in order to comment!