Posted September 29th, 2009 by admin
Destiny is the main defining factor that separates the Chevaliers and Nightmares from humanity at large. It can be used to give Chevaliers and Nightmares certain distinct advantages. Both character types are only able to spend one Destiny point per turn for whatever reason. The uses for Destiny:
- To fuel a Seal. Destiny costs are named in the description of the Seal.
- To refresh Traits. A single Destiny point recharges all of a character’s spent Traits. This can only be used once per Struggle.
- To forge a weapon. Agents of the Horsemen are never truly unarmed. The weapon appears out of nothingness, and appears in a manner iconic of the Horseman in question. Such a weapon is permanent once manifested.
- To forge armor. Agents of the Horsemen also have the option of protecting themselves with the force of the Apocalypse energies. A single point of Destiny forges light armor. Heavy armor takes two points of Destiny, and thus two turns. As with weapons, this armor is permanent once forged.
- Small miracles. Characters can make a manifest a single, bland but filling meal with a Destiny point. They can also heal minor wounds and diseases with a point of Destiny. They can heal a subject a single point of Self with Destiny, or remove any nonmagical disease. However, this particular power only works on humans without a Destiny score.
- Minor blights. Characters can also harm in the way they can heal. They can cause a single point of Self damage to a subject with a point of Destiny and a simple touch. This also only works on humans without a Destiny score. Note that both Nightmares and Chevaliers can do both of these things, but clearly, each has a distinct preference.
September 29th, 2009 - 1:03 pm
The destiny points have some really cool applications. Making weapons and armour out of nothing is awesome, and fits wonderfully.
September 29th, 2009 - 1:04 pm
Yeah. I really wanted to give characters incentive to participate in war, and give them a few ‘miraculous’ powers, in case their Seals are all subtle. I figure the Horsemen should be obvious shows of power.