1. Notes

Paths

Lore of Paths

Lore of fate weavers and luck. This is the Chalice of the Third House.


Cross Roads Blues


Even the unbelievers can't ignore some paths

Action: Instant

Duration: Scene/Days equal to Lore of Paths

Range: Miles equal to Paragon

Faith: 5


Dramatic Failure: As failure, but the chaos becomes internalized gain the Delusional condition. The Storyteller may make you believe whatever they wish for the scene.

Failure: Luck was not on your side this day

Success: Create some terrifying biblical event through a serious of unfortunate events. Your storyteller may decide what condition to give the environment from this for the scene.

Exceptional Success: As success, but you may extend the duration to days. Also grant yourself Immunity to the conditions via a Rube Goldburg machine of coincidences and happenstance.

Torment: Fate is a funny thing. The event needs not be a naturally occurring one. Raining blood, frogs, any manor of clearly supernatural event is possible.


•• Highway to Hell


Fate follows many paths, some of those paths are more perilous than others. Choose one and speed down it.

Action: Instant

Duration: Scene

Range: Yards equal to Paragon

Faith: 3


Dramatic Failure: As failure, but you ignore your own path. Take damage equal to your Paragon from random hazards.

Failure: The paths are to hard to weave. They stay stubbornly on their way.

Success: You may attack someone indirectly using the paths and happenstance you may attack with Paths+Paragon-Defense the modifier depends on what's around.

Exceptional Success: As success, but you may impose one random adverse condition on the area or people you attack chosen by the storyteller.

Torment: You have a bit more control over the paths like this. You may adjust the telling of how it goes down with the storyteller's permission. I.e. instead of the car swerving out of the way due to a lost family of ducks, it pops a tire or the engine stops.



••• Running Up That Hill


Through a series of strange events you may change which skill the target uses in a dice pool.

Action: Reflexive

Duration: Rolls equal to Paragon

Range: Line of sight

Faith: 1


Dramatic Failure: As failure, but you gain the confused condition as the path is suddenly barred from you

Failure: The path is far less traveled than most... also you missed your turn.

Success: The Invocation activates allowing you to change the skill the target uses for a number of rolls equal to Paragon.

Exceptional Success: As success, but the dice pool gains a bonus or negative to the rolls equal to your Lore of Paths.

Torment: You may adjust the entire dice pool rather than just the skill.


•••• Walk the Line


This Invocation is a bit more literal than most here.

Action: Instant

Duration: Hours equal to Paragon

Faith: 0


Dramatic Failure: The power is much to strong for your senses. You lose your defense until the power would normally end.

Failure: Too many potential paths block your sight.

Success: You find the quickest paths to your destination and may physically see them for the duration.

Exceptional Success: As success, but the pathway is always safe via a serious of strange and unusual events.

Torment: You may block the path behind you making it harder to track you. Any attempt to follow you, that you don't want roll a Chance die to follow.


••••• Halo of Destiny's Child

(Passive)


Your speed cannot be lowered and you win all games of chance except for those with this Halo


Around the World

House Passive

(Replaces Halo of Destiny's Child if you aren't of the Third House)


You cannot ever become lost and you automatically when games of chance except against others with this passive

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