Fortune

Just as individual narratively-significant characters and creatures can influence their fate with special Wyrd tokens, the clan’s settlement has its own fortune that rises and falls with their deeds.

Fortune tokens come in just two types, white Weal tokens and black Woe tokens each bearing gold and silver text, and they come in a single pool to be used collectively by the party. The pool can always hold up to two tokens of each type, unless this value is later changed in the course of play.

Gaining Tokens

At the start of each tiding, the fortune pool gains one token of a type dependent on the tiding:

Tiding Type
Hearthtide Woe
Sowingtide *
Eastertide *
Shearingtide Weal
Lammastide Weal
Harvesttide *
Slaughtertide *
Yuletide Woe

In the spring and autumn tidings, the settlement gains a Weal token if the random event experienced during that tiding had a positive magnitude, or it had Mixed magnitude and the settlement’s morale was positive; the settlement gains a Woe token if the event had a negative magnitude, or it had Mixed magnitude and the settlement’s morale was negative; the settlement gains no token if the event experienced had a Mixed magnitude and the settlement’s morale was neutral.

Spending Tokens

The party must unanimously agree to spend Weal tokens. If they do so, they can spend tokens at certain specified times to accomplish the following

1 token
Good Luck: Before rolling for an event, shift the magnitude of the event to be one step more positive.
Safety: Before rolling for a random encounter, negate the roll and prevent the party and anyone currently in the settlement from having any random encounters for 1 day.
Heroic Zenith: After overcoming a challenging encounter (whether a monster, a trap, a wilderness feature, an event, or otherwise), everyone in the party gains one Wyrd token corresponding to their lowest Wyrd attribute.

2 tokens
Excellent Luck: Before rolling for an event, guarantee that the event has a positive magnitude.
Security: Before rolling for a random encounter, negate the roll and prevent the party and any settlement members (including any members on a trading voyage) from having any random encounters for 1 week.
Flesh Out the Legend: After spending at least one continuous week training during downtime, everyone in the party gains a unique benefit of their choice thematically related to that encounter; each player specifies in general terms what they would like, and the DM comes up with something appropriate.

The DM can spend Woe tokens unilaterally, and is encouraged to do so at the worst possible time for the party. He can spend tokens at certain specified times to accomplish the following

1 token
Bad Luck: Before rolling for an event, guarantee that the event has a negative magnitude.
Trouble: Before rolling for a random encounter, also roll for a random encounter for settlement members protected by enough soldiers to normally avoid such an encounter.
Heroic Nadir: After the party overcomes a challenging encounter, everyone in the party gains one negative Wyrd token corresponding to their highest Wyrd attribute.

2 tokens
Terrible Luck: After resolving an event, roll for a third event for that tiding that triggers 3d4-3 days after the resolved event.
Danger: After rolling for a random encounter, roll again with a -2 penalty and trigger any resulting encounter in the next 1d6-1 watches.
Plot Twist: After the party has been away from the settlement for two full days or more, events conspire to kill off a named NPC within the week.

Fortune

Saga of the Northlands PsychicTheurge