Fate Cheat Sheet

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Fate Cheat Sheet
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Contents

This is a quick reference only. Refer to the main Fate page and individual spells carefully as Mage House Rules will take precedence.



Fate • (Initiate)

  • Compelling
    • Off set probabilities of deleterious factors (mitigating dice pool penalties, for example).
    • Compel a small, immediate turn of good fortune that is not life altering.
    • Evade or attract good or ill fortune in self or others.
    • Trigger a conditionally prepared spell, fulfilling the conditions required to activate it?
  • Knowing
    • Reveal themes and interconnections between people, places and things (read sympathetic connections between subjects).
    • Spot an oathbreaker.
    • Read a Destiny.
    • Read and analyze whether multiple destinies are connected, e.g. if a certain knife is destined to kill a certain person.
    • Sense if a Destiny has been tampered with.
    • Detect supernatural mind control.
    • Detect spiritual possession.
    • Lock onto an object or creature with enough precision to off set combat ranged penalty factors such as target range, target size, environmental factors such as wind or rain, specified target or positional penalties such as target being prone. Requires Space •, plus Life • to lock onto a living creature or Matter • to lock onto an object. Cannot be combined with Space • “Spatial Map” effect.
  • Unveiling
    • Mage Sight Sybils Sight. Sense magic. Scrutinize magic.
    • Gain sensory perception of phenomena within the purview of the Fate Arcanum.
    • Detect momentous events, determined by the Storyteller.


Fate •• (Apprentice)

  • Ruling
    • Exceptional luck. Gain the 9 Again quality in a number of skill rolls. Does not affect chance die results. Costs 1 Mana.
    • Evil Eye. Remove dice from a victim’s dice pool for the next few rolls he makes. Sensory range.
    • Conditional trigger. Can set up another spell to activate (or deactivate) on fulfillment of a certain condition.
    • Be at the right place at the right time.
    • Smooth out the normal function of a mechanism.
    • Make small manipulations of destiny.
    • Make a simple oath sworn by self binding. Self-sworn oaths cannot be cancelled until Fate ••••. They must be dispelled.
    • Exempt specific individuals or groups of people from the effects of an area effect spell.
  • Veiling
    • Make one’s own Destiny unclear and hard to read.
    • Alter appearance of personal Destiny to magical scrutiny, to make it look as if that Destiny was something else.
    • Alter apparent Destiny to make it look as if it has been tampered with.
    • Conceal marks of tampering with one’s Destiny.
    • Bestow a false Destiny reading on oneself.
    • Conceal any personal sympathetic connections with things, e.g. to conceal sympathetic connections with a soul stone.
    • Alter personal aura to appear as if one were labouring under a curse, an oath or had good luck cast upon them.
    • Alter personal aura to appear as if one were under the direct or indirect influence of mind control or spirit possession.
  • Shielding
    • Fate deflects incoming attacks (equivalent of armour points). Protects against attempts to grapple the caster. Does not protect against attempts to overpower a grappled caster.
  • Knowing
    • Analyze the phenomena revealed by • Knowing.
    • Grant • Knowing upon others.
  • Unveiling
    • Grant Fate • Mage Sight upon others (Granting the Sybil’s Sight).
    • More in-depth Scrutiny.


Fate ••• (Disciple)

  • Weaving
    • Alter the terms and conditions of an oath sworn with Fate.
    • Grant 8 Again on a number of personal dice pools. No effect on chance dice.
    • Grant the 9 Again dice pool blessing on others. No effect on chance dice.
  • Fraying
    • Bestow bad luck upon an object (imposing dice pool penalties upon it when it is used).
  • Perfecting
    • Bestow luck upon an object (granting it equipment bonuses).
  • Shielding
    • Bestow Shielding •• protection upon others.
    • Protect a given Destiny (including a Destiny Merit) from tampering.
    • Conceal a Destiny from being scrutinized at all (Veiling).
    • Protect an oath from being tampered with.
  • Veiling
    • Alter appearance of another’s Destiny to magical scrutiny, to make it look as if that Destiny was something else.
    • Alter another’s apparent Destiny to make it look as if it has been tampered with.
    • Conceal marks of tampering with another’s Destiny.
    • Bestow a false Destiny reading on a person, animal, place or object.
    • Conceal another’s sympathetic connections.
    • Make someone, creature, place or thing appear as if one were labouring under a curse, an oath or had good luck cast upon them.
    • Make someone, creature, place or thing appear as if one were under the direct or indirect influence of mind control or spirit possession.


Fate •••• (Adept)

  • Patterning
    • Witness and sanctify oaths sworn by others.
    • Freely manipulate an oath one has sworn.
    • Sever an oath completely.
  • Unravelling
    • Free a stolen soul from its prison within a Soul Jar.
    • Momentarily sever the bonds between a mage and her familiar.
    • Release a spirit from a fetish.
    • Cut the bond between a ghost and its anchor, a spirit from a fetter or mooring.
  • Ruling
    • Ensure an object ends up where the caster wants it to end up, through manipulations of chance and happenstance. Requires Space ••.
  • Perfecting
    • Caster’s luck becomes almost certain (gains Rote Action on a number of dice pools). Does affect chance dice.


Fate ••••• (Master)

  • Making
    • Forge a Destiny upon oneself or another.
    • Declare a living being, a place, an object, a condition, a circumstance, a behaviour or an action a Godsend, protecting a person fulfilling the terms of the Godsend (e.g. “The Gods protect those who behave virtuously,” etc).
    • Create a geas. With Indefinite Duration and the sacrifice of a Willpower dot, the geas can be made generational.
    • Create a swarm of Fortean phenomena, e.g. a rain of frogs, every telephone in the area ringing at the same time, hail falling from a clear sky, Oregon Crud etc.) Within the area, Sleeper witnesses do not exacerbate Paradoxes caused by vulgar spells, nor do they bring about Disbelief.
  • Unmaking
    • The Great Curse: whatever the victim does (any number of dice rolls) is doomed to fail.
    • Turn someone or something into something else’s doom. For example, forging a doom upon a serial killer’s knife such that it is the knife which brings about the killer’s arrest and conviction, or placing a doom upon a race car such that it will win the next race, but subsequently crash and kill its driver.
  • Patterning
    • Freely dispel or rearrange the conditions of another mage’s geas





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