When you tug on the threads of fate connecting people and events, roll +Luck.
When you need something unlikely to happen, a guard looks away, a lock fails, a weapon jams, roll +Luck.
When you impose bad luck on someone through brief contact, roll +Luck.
(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.
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.
When something has just happened that you need to undo, roll +Luck.
When you spend time setting up a situation so that several threads come together at once, roll +Luck.
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.
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.
When you encounter someone for the first time, roll +Luck.
(1/mission)
When you entangle the fates of two or more people temporarily, roll +Luck.
(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.
(1/mission)
Once per mission, curse someone with bad luck. They roll with disadvantage (roll 3d6, take the lowest) on their next three rolls.
When an enemy targets you with a technology- or Smarts-based weapon or attack, roll +Luck.
In the middle of combat, roll +Luck to see if a super you know happens to be in the area.
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.
When you sever a fate connection between two people, roll +Luck.
When a bad outcome is heading toward an ally, roll +Luck to redirect it to a neutral party or enemy instead.
(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.
When you spend time studying the fate threads around a location or situation, roll +Intuition.
### Improvements, At 5 XP, Choose One
### Advanced Improvements, After 5 Improvements, Choose One
The threads connect everything. Including what you carry.
Choose one weapon:
Choose two additional items:
Your primary stat is LUCK: +2
Distribute the following among your remaining 9 stats: