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Nemesis

The Fatebound becomes a sworn enemy of the Scion, and vice versa.


 

Invoke: The Scion’s player defines how her Nemesis is involved in some oppositional element of the story: perhaps he hired the Oni mercenaries that attacked the band or is actually the killer they’re hunting. Because the Scion knows her Nemesis so well, she gains a reserve of Stunts equal to the Fatebinding’s Strength. These Stunts last until the end of the episode, and she can use them exactly like Stunts generated by threshold successes.


 

Compel: The Nemesis is always meddling in the character’s affairs. Compel this Condition before making a roll: The Scion gains a point of Legend and automatically fails the roll with a Consolation.


  Resolve: The Scion forces a dramatic confrontation with her Nemesis. Add the Bond’s Strength to both the Momentum and Tension pools. Depending on how the scene plays out, one of the following happens:
  • If the Scion kills her Nemesis, at the start of the next Episode, she automatically gains another Nemesis Fatebinding with a Strength 1 higher than the current one (maximum 5).
  • If the Scion defeats her Nemesis but spares him, the Fatebinding increases in Strength by 1.
  • If the Scion finds a way to make peace with her Nemesis, the Fatebinding becomes a Balm, Boon Companion, or Paramour.
  • If the Scion loses, the Nemesis achieves a major story goal, introducing a complication that will have to be addressed in a future Episode. The Scion fulfills a Deed, and suffers a Failure Deed for an appropriate Calling.

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