← LUCK  ·  PLAYBOOK 2 OF 2
The ENTWINED
You see the threads. Every person connected to every other person, every event pulling the next one forward. You have learned how to pull back.
PERSONNEL FILE
STAT: LUCK
PRIMARY: +2
ACCESS: OPEN
The Entwined  ·  FILE LUCK
The ENTWINED
PRIMARY: LUCK
HERO / ANTI-HERO / VILLAIN
You see the threads. Every person connected to every other person, every event pulling the next one forward. You have learned how to pull back.
THREAD PULL

When you tug on the threads of fate connecting people and events, roll +Luck.

  • 10+: Redirect one event, a roll result, an NPC decision, a coincidence, to a different but plausible outcome. Describe what changes.
  • 7–9: You redirect it, but fate compensates elsewhere. The GM introduces a complication.
PROBABILITY SHIFT

When you need something unlikely to happen, a guard looks away, a lock fails, a weapon jams, roll +Luck.

  • 10+: It happens.
  • 7–9: It happens but draws attention or creates an opening for something else.
CURSED TOUCH

When you impose bad luck on someone through brief contact, roll +Luck.

  • 10+: They take -1 ongoing on all rolls for the rest of the scene.
  • 7–9: They take -1 on their next roll only.
DESTINY MARK

(1/mission)

You feel it, this person is meant to cross your path. Mark one individual at the start of a mission. Against them, you always know when they're near you, and you take +1 ongoing on all rolls that involve them directly. If they are defeated or escape the mission, mark XP.

FATE SENSE

You feel it when fate is being tampered with, by another Entwined, a Fortuitous, magic, or genuine supernatural interference. Passive. When fate manipulation is happening nearby, the GM tells you, not necessarily how, but that it is.

UNRAVEL

When something has just happened that you need to undo, roll +Luck.

  • 10+: The last 7 seconds rewind. What happened, didn't. You remember. No one else does.
  • 7–9: The rewind happens but you can't act differently in the moment, you just know what's coming. Take +2 forward.
CONVERGENCE

When you spend time setting up a situation so that several threads come together at once, roll +Luck.

  • 10+: Everything converges as you intended. The scene unfolds in your favor in a significant way.
  • 7–9: Most of it converges. One thread is wrong.
KARMIC DEBT

When you spend fate in your favor, using any Luck-based move, mark it. At 3 marks, the universe collects: the GM makes a hard move against you at the worst possible moment. Marks clear when the debt is paid.

BUTTERFLY EFFECT

When you take a small, seemingly insignificant action at the start of a scene, tell the GM. At some point before the end of the mission that action has a consequence, larger than it should be. The GM decides when and how. You can use this intentionally or let it play out.

FATED MEETING

When you encounter someone for the first time, roll +Luck.

  • 10+: You immediately know one true thing about them, their purpose, their secret, their role in what's coming.
  • 7–9: You get a strong feeling, not fact, but accurate intuition.
WEAVE

(1/mission)

When you entangle the fates of two or more people temporarily, roll +Luck.

  • 10+: Their outcomes are linked for the scene, if one succeeds, both benefit; if one takes harm, the other takes half.
  • 7–9: The link holds but is unstable, the GM can sever it at any point.
REWRITE

(1/session)

Once per session, fundamentally alter one outcome, a death, a failure, a catastrophic event. The fiction changes. Work with the GM on what this costs you. The price is always real.

BLACK CAT

(1/mission)

Once per mission, curse someone with bad luck. They roll with disadvantage (roll 3d6, take the lowest) on their next three rolls.

FRIED CIRCUITS

When an enemy targets you with a technology- or Smarts-based weapon or attack, roll +Luck.

  • 10+: The weapon misfires or short-circuits. No damage.
  • 7–9: Partial malfunction, take half harm.
WHAT ARE THE ODDS?

In the middle of combat, roll +Luck to see if a super you know happens to be in the area.

  • 10+: An old friend shows up and joins the fight for the scene.
  • 7–9: An old friend sees you and offers limited help, one action, then they're gone.
THREAD SIGHT

You can see the connections between people, who trusts who, who fears who, who owes who. No roll for obvious connections. For hidden or suppressed bonds, roll +Intuition.

  • 10+: Full picture, nature, strength, and history of the connection.
  • 7–9: You sense the connection but not its nature.
SNIP

When you sever a fate connection between two people, roll +Luck.

  • 10+: The bond is cut. Whatever obligation, loyalty, or destiny linked them no longer applies, this scene or longer if the GM agrees.
  • 7–9: The bond is weakened, -1 ongoing to actions arising from that connection.
REDIRECT

When a bad outcome is heading toward an ally, roll +Luck to redirect it to a neutral party or enemy instead.

  • 10+: Redirected cleanly. The new target takes the full consequence.
  • 7–9: Redirected, but the universe notices, add 1 to your Karmic Debt.
FATE SHIELD

(1/mission)

When a teammate would suffer a permanent or story-altering consequence, you may spend their fate instead of yours. Take 3 harm and they're spared the consequence entirely. No roll.

KNOTWORK

When you spend time studying the fate threads around a location or situation, roll +Intuition.

  • 10+: The GM tells you three true things about what will happen here within the next hour.
  • 7–9: The GM tells you one true thing.

### Improvements, At 5 XP, Choose One

  • Take a new Entwined move
  • Take a move from another playbook
  • Add +1 to Luck (max +3)
  • Add +1 to Intuition (max +3)
  • Add +1 to Strange (max +3)
  • Add 1 to your harm track maximum
  • Your KARMIC DEBT threshold increases to 4 marks before collection
  • Your THREAD PULL move: on 10+ the GM must also tell you one consequence of the redirect

### Advanced Improvements, After 5 Improvements, Choose One

  • The Weave: You can see the full tapestry of a situation: every connection, every pressure point, every thread that will snap if pulled. Once per session ask the GM three questions about the fate structure of the current situation. They answer honestly.
  • Cut the Cord: Once per campaign, permanently sever a fate connection between two things or people. It cannot be restored. The consequences ripple. Work with the GM.
  • Change playbook: You have grown into someone different.
  • Retire: You followed a thread to its end. Tell the table where it led.
PERSONAL ASSESSMENT
  • FaceSeeing something else at the same time as they see you. Not distracted: aware of more.
  • BodyMoves carefully. Deliberate. Someone who knows that small actions have large consequences.
  • StyleSomething that marks you as someone to whom things are connected. It might be subtle.
  • PresencePeople feel like they have met you before. Sometimes they have not.
  • ThreadDescribe how you perceive fate: threads, currents, color, sound, something else entirely.
ORIGIN
  • You were born at a confluence. Three things happened at once and you were in the middle of all of them. The sight came with you.
  • You did something that should not have been possible and the threads became visible afterward. They have not stopped.
  • Someone gave you this. The transaction was more significant than it appeared at the time.
  • You pulled on one thread and could not stop. You learned to see them all to know which ones to leave alone.
  • The sight runs in your family. You are the generation that has learned to use it as a tool rather than a burden.
GEAR & EQUIPMENT

The threads connect everything. Including what you carry.

Choose one weapon:

  • A weapon you've had for years that's saved your life at least twice (2 harm, describe it)
  • Fate-touched blade (2 harm — on a 10+, you may immediately Thread Pull without rolling)
  • A firearm you found at exactly the right moment (2 harm — it was meant for you)

Choose two additional items:

  • Tarot deck (Fated Meeting without a roll — once per session)
  • Thread journal (tracks connections you've observed — +1 forward when acting on documented relationships)
  • Probability dampener (suppresses Luck-based powers in a 10ft radius — yours and others)
  • A photograph of something that hasn't happened yet (work with GM on what it shows)
KNOWN ASSOCIATES / CONNECTIONS
Their thread is more tangled with yours than anyone else's. Ask them: do they feel that, or is it just you?
You've adjusted fate on their behalf without being asked. Ask them: when do you tell them what you did?
You've seen the thread between them and someone dangerous, and said nothing. Ask them: why, and are you still watching?
You once tried to cut a fate connection they had and failed. Ask them: did they know you tried?
They've been present for three Karmic Debt collections. Ask them: do they still show up anyway?
Something about their thread doesn't behave the way threads should. Ask them: have you told them you've noticed?
You've redirected harm away from them three times in the same mission. Ask them: do they know how lucky they are?
Their fate and yours are knotted together in a way you can't untangle. Ask them: is that comfort or concern?
You've had a vision of them at the end of something. Ask them: do you tell them what you saw?
They're one of the few people whose thread you choose not to read. Ask them: do they know why?

YOUR STATS

Your primary stat is LUCK: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Entwined move
  • Take a move from another playbook
  • Add +1 to Luck (max +3)
  • Add +1 to Intuition (max +3)
  • Add +1 to Strange (max +3)
  • Add 1 to your harm track maximum
  • Your KARMIC DEBT threshold increases to 4 marks before collection
  • Your THREAD PULL move: on 10+ the GM must also tell you one consequence of the redirect

Advanced Improvements (every 5 level-ups)

  • The Weave: You can see the full tapestry of a situation: every connection, every pressure point, every thread that will snap if pulled. Once per session ask the GM three questions about the fate structure of the current situation. They answer honestly.
  • Cut the Cord: Once per campaign, permanently sever a fate connection between two things or people. It cannot be restored. The consequences ripple. Work with the GM.
  • Change playbook: You have grown into someone different.
  • Retire: You followed a thread to its end. Tell the table where it led.