WDH Fatebinding Rules
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About Fatebinding
The Legend of Scions and Gods is replenished by interacting with Fate, often through a special Condition known as Fatebinding: Someone becomes entangled into a Scion's story and for a time plays a role. They may be a student, a friend, a rival, or a lover, but for a time they bring drama. For Heroes, there's no particular need to lean into it: while Fate picks a role that plays into their stories (as determined by their Callings) and picks someone predisposed to fit that role, it merely gives events a gentle nudge from there.
All Fatebindings have a potency. The weakest last a couple sessions at most, while the most powerful bindings can never truly end: The Condition may Resolve (see below), but their role merely changes. Even if they die, they will continue to haunt the Scion, either figuratively or literally.
For those familiar with the FATE, The Fatebinding Condition is especially similar to an Aspect from that system. Each one has:
- An Invoke: You receive a minor benefit, which may be more powerful depending on the potency of the Fatebinding. This can reinforce the Fatebinding, however, and may add to its duration and potency.
- A Compel: The Player may choose to Compel their Fatebinding, or the GM may, but regardless, the Scion receives another point of Legend at the cost of their connection creating a complication in their tale that needs addressing.
- A Resolve: The Fatebinding's narrative concludes with a powerful bonus. It also comes at a price: The target's role in your story may end forever, as they die or otherwise forevermore exit your story, and leave you with a Failure Condition on the appropriate Calling. Alternately their role in your story shifts, and their Fatebinding begins anew.