Talk:Lucky Donovan

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Stuff I Don't Feel Like Trying to Find Again

Seeming Stuff

Affinity Contracts: Reflection (ER 34), Separation (WM 40), Vainglory (CtL 146)
Seeming Blessings: No Untrained Penalty for Social skills; Spend Glamour to increase Presence, Manipulation and Persuasion dice pools
Seeming Curse: -1 on rolls to avoid Clarity loss

Kith Blessings

Passive cost nothing, active cost 1 glamour.

Harbinger:

Passive - Once per day, gain free, limited benefit of the Omen Sensitivity merit, receiving an honest answer to one yes/no question from an ST (or fellow player) on a successful Wits + Occult roll.
Active - Once per day, predict another's misfortune, imposing /weak on their next roll.
High Wyrd - Sensitive to the presence of misfortune, once a day, a Harbinger may reflexively re-roll any failed non-breaking point roll.

Gameplayer:

Passive - +3 to rolls involving gambling or games of chance.
Active - Win any mental-based game.
High Wyrd - Strategy is in the Gameplayer's bones. Once per scene, he may re-roll a single failed instant action, or substitute another action in its place, strategy flowing according to his intuition of the playing board of life.

Ask-Wee-Da-Eed:

Passive - +1 (or -1, as applicable) to all effects for Contracts of the Hearth. Reduce penalties imposed by darkness by 1.
Active - Once per scene, reflexively force a reroll of a successful roll at -Wyrd penalty.
High Wyrd - The Ask-wee-da-eed may force a re-roll of a successful roll twice per scene, OR, she may force a reroll once per scene with an additional -1 penalty, bringing the total penalty to -2. Only one of the above options may be chosen per scene.