Level: Seer MYS: 6

Range: ??
Target: ??
Saving Throw: 🐾MYS Rating vs. DV=??
Restriction: You may use this tactic once a day
Effect: Change an event in the past, the more in the past or the larger the scope or the more unlikely is the change the higher is the DV, you may know the DV beforehand (or paw). if the attempt fail the GM may impose some sort of appropriate backlash.

A more powerful effect than Luck is the Tempting of Fate. Here, the Seer tries to actually change something that has already occurred. The effect of Tempting Fate is limited to a single event in which the player characters had some involvement. They cannot change something merely told to them, or turn back time for the whole world. To attempt to Tempt Fate, the GM sets the Difficulty Value (DV) of the desired change. The player is allowed to know the DV before the attempt to Tempt Fate is made. The longer in the past, the larger the scope, or the more unlikely the change, the higher the DV. The Seer makes a Tempt Fate by comparing MYS Rating against the DV. If the attempt fails, not only is there no change, but the GM imposes some sort of appropriate (and creative) backlash upon the Seer, the party, or the home warren. So Fate should not be tempted too often, unless the DV is very low. Eartick found a truffle, and did not share it with Moonseed, so the Seer did a quick Tempt Fate: It succeeded, so Eartick actually found two, and gave one to Moonseed. Yum!

Last Edit: 2025-03-19
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