You are a prophet, or maybe something even more profound. You can discern the strands of fate that underlie and hold reality together. This vision gives you knowledge of things that are normally hidden. More than that, you can twist fate and alter destiny as you desire, and eventually even speak true prophecy that comes to fruition. Knowing what destiny holds in store for others gives you power over them. To be a prophet—or a demigod of fate—is to be a force of creation and change.
You probably wear dark colors and maybe even a hood, because you don’t give much thought to outward appearance. The true beauty and color of life are revealed to you in the weft and warp of fate’s tapestry that stretches all around you.
Connection: Choose one of the following. 1. Pick one other PC. Through a quirk of fate, you can’t see that character’s destiny. Makes Prophecy GM
Intrusions: The strands of fate resist meddling, and the difficulty of the task is one step higher. The strands of fate snap back after being meddled with and damage the character’s mind. A foe appears who can also see and manipulate fate.
MUTATES
Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from ancestors that survived the apocalypse, or because something about you reacts when you’re exposed to radiation or some other mutagenic source, you are prone to mutation. You might begin your days looking relatively normal, or as a freak of nature that clearly reveals your mutant heritage. Either way, your body continues to change and adapt as you grow older and add to your store of experience. The longer you live, the more you mutate.
You might have a purely cosmetic
mutation, such as oddly colored skin, striped hair, horns, a tail, glowing eyes, red teeth, feathers for hair, or something else that’s purely cosmetic, which you could choose to hide if you wished, or proudly display.
Connection: Choose one of the following. 1. Pick one other PC. They found you in a mutant cocoon and pulled you out after weeks, months, or years of sleep. You are either grateful or angry at being released from your hibernation.
all creatures and significant objects cast. If you have interacted with a creature or object in the past, you can attempt to learn where it is right now. Alternatively, you can apply a level of Effort and cause an object you have personally handled in the past to be transported into your hands so long as the object can fit inside a 5-foot (2 m) cube. If successful, the object vanishes from wherever it was and appears in your hands or in an open space anywhere you choose within immediate range. Action.
Tier 5: Tapestry of Fate (6+ Intellect points). If you’ve previously used Weave Their Fate on a target, you can attempt to control the target’s actions if it is within short range and can hear and understand you. If you succeed, you control the target’s actions for two rounds by verbal command. Instead of applying Effort to decrease the difficulty, you can apply Effort to increase the duration of control; each level applied extends the duration of Tapestry of Fate by one round. When the effect ends, the target recalls being under your control unless you prevent that by succeeding on an Intellect attack whose difficulty is equal to the target’s level. If you succeed, the target still remembers but thinks they took the actions themselves, even if they don’t know why. Action to initiate.
Tier 6: Speak Prophecy (7+ Intellect points). Seeing the many strands of fate, you can reach out and change the design. Usually, you do so by affecting the fate of another creature or object within long range, by introducing a major special effect upon it either immediately or sometime within the next few days, in accordance with your prophecy. The major special effect is akin to what occurs when you roll a natural 20 on an attack. If you want to try for a larger effect, and if the GM allows it, you can attempt to alter a destiny with a more far-reaching effect, which is more like the kind of GM intrusion initiated by the GM on their players. In this case, you must also apply a level of Effort. Even then, the effect may not work out exactly as you hope. Action.
Mutates GM Intrusions: A mutant-hunter tracks the character down. A temporary harmful mutation arises. Radiation dependency develops, like a drug addiction.
in many you meet. You become trained in Speed defense tasks. If you’re already trained in Speed, choose Might or Intellect defense to become trained in. Enabler. Tier 3: Beneficial Mutation. Your body mutates, granting you one of the abilities noted below, or an ability determined by the GM. If choosing from the list below, you can roll randomly or choose one.
Comfortable In Your Skin. In addition to gaining a Beneficial Mutation, you gain 3 new points to divide among your stat Pools however you wish. Enabler.
Tier 3: Powerful Mutation. Your body mutates, granting you one of the abilities noted below, or an ability determined by the GM. If choosing from the list below, you can roll randomly or choose one.
Tier 4: Mutant Weapon. Your mutation produces a gland that can store and discharge radiation, allowing you to fire a blast of energy that inflicts 5 points of damage with a range of 200 feet (61 m). There is no cost for you to use this ability. Action.
Tier 5: Adapted to the Apocalypse. Your mutant physiology renders you immune to environments that would kill normal people. You never get overheated or too cold, never need to worry about dangerous radiation, diseases, or gases, and can always breathe in any environment (even the vacuum of space). Enabler.
2. Pick one other PC. You were once convinced that they wanted to kill you because of your mutant abilities, but you have since grown to think that what you believed wasn’t true, or at least no longer is so.
3. Pick one other PC. Whenever you go near them, your skin begins to glow as brightly as a candle.
4. Pick one other PC. Your mutant ability grants you a limited telepathic bond with them; you always know the direction (though not the distance) to that character if they become separated from you.
Minor Effect Suggestion: You can immediately regain 2 points to any Pool.
Major Effect Suggestion: You can instantly take another action.
Tier 1: Stronger Body And Mind. Your body mutates, granting you 6 new points to divide among your stat Pools however you wish. Enabler.
Distinctive Mutation. Your Beneficial mutation comes with a distinctive mutation, which involves a dramatic physical change to your character’s appearance. Your distinctive mutation might be an extra mouth, a snakelike arm, tendrils instead of fingers or eyes, scales or a carapace, or some other distinctive mutation suggested by your GM. Work with the GM to
determine the details. Enabler.
Tier 2: Defensive Response. Being a mutant singles you out as visibly different, which is enough to elicit dangerous attention If the GM has access
to more complete lists of mutations from other publications, they might decide to ask a character to use those as supplements, or instead of, the mutation lists provided here.