Traitor
The Fatebound has a knife to the Scion’s back. When this Fatebinding happens, the Storyguide, working in concert with the player, chooses an apparent Fatebinding and an actual Fatebinding. The Traitor acts as the apparent Fatebinding with a Strength of 2. Note that, unless the player actively chooses to let the Storyguide surprise her, this is not a secret, “gotcha” Fatebinding. The character remains ignorant of the coming betrayal, but the player does not.
Invoke: Each time the Scion invokes the apparent Fatebinding, make a tick mark on some scratch paper. When you have ticks equal to the apparent Fatebinding’s Strength, resolve this Fatebinding.
Compel: As the compel effect of the actual Fatebinding.
Resolve: Fill the Tension pool to its maximum value, reveal the actual Fatebinding, and replace the apparent Fatebinding with the actual one. The Scion fulfills a Deed, and suffers a Failure Deed for an appropriate Calling.
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