This is an old revision of the document!
Let me be clear: the wishes are offered as a traditional courtesy for letting the djinn out. You are not actually their master, and if you offend them by acting like a tit they will annihilate you.
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Wishmaster | Get your heart's desire. | |
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caret-right | Tercet | Three wishes. |
Enterprises | Wishmaster School |
Utility | plus-circleMake a Wish: You have the power to make a wish for your choice of Happiness, Health, Love, More Wishes, Power, or Wealth. See the Wishes sidebar below for more information on the various rewards and risks of wishes. Making a wish takes one action. minus-circleLimited Quantity: Wishes are a powerful thing, and you can normally only make one of them per session. minus-circleMonkey's Paw: When you make a wish, you always get what you wished for but there are often also consequences. Roll a consequence check and check the associated table for the wish you made. Dice rolled for consequence checks are not trigger dice and cannot have their values manipulated/altered by any effect that can change trigger die results. minus-circleAbstention and Greed: You may optionally choose to wish for less (a “Safe” wish) or more (a “Risky” wish) than the standard effect. Making a Safe wish allows you to roll twice on the consequences chart and take the higher result, while making a Risky wish requires you to roll twice and take the lower result. |
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Sidebar: Wishes | ||
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Happiness | Safe | Remove up to 3 Stress from a willing target. |
Normal | Reset willing target's Stress to 0. | |
Risky | Reset willing target's Stress to 0 and make them completely immune to all Stress until the end of the current session. They don't even need to eat or anything. | |
Complications | ||
10-12 | Just straight vibing on life. No negative side-effects. | |
7-9 | The target passes out from bliss until the beginning of the next exploration turn. | |
4-6 | The target's too cheerful to worry much about their own safety, and cannot make recovery actions for the remainder of the current session. | |
1-3 | The target achieves momentary enlightenment, and in so doing destroys all of their resources (Provisions, Supplies, Mojo). They cannot hold more than 1 of any resource until the end of the current session (so if they have 1 point of Mojo, they can't gain any more Mojo or carry any Provisions/Supplies at all). | |
Health | Safe | Restore all lost Flesh to a single willing creature. |
Normal | Restore all lost Flesh, Energy, and Attention to a single willing creature. | |
Risky | Restore all lost Flesh/Energy/Attention, remove all injuries/diseases, reset Stress to 0 for a single willing creature. Brings the dead back to full life so long as they died within the current exploration turn. | |
Complications | ||
10-12 | The healing is instantaneous and without any side-effects. | |
7-9 | The target's body grows back strangely. They gain a random mutation. | |
4-6 | The process is excruciatingly painful. The target is healed, but gains a new random injury and 3 points of Stress immediately afterwards. Roll for Cracks for each point separately. | |
1-3 | The target is healed, but is also knocked unconscious for the remainder of the current session. | |
Love | Safe | An enemy loses all immediate interest in harming you. |
Normal | You gain a relationship of Friend with any creature. | |
Risky | You gain a relationship of Bond with any creature. | |
Complications | ||
10-12 | Something about you causes your target's feelings to soften. Their change of heart is immediate, profound, and sincere. | |
7-9 | Your target's heart is changed slowly. The wish takes effect at the end of the session- until then, they have the same attitude towards you as before. | |
4-6 | Your target will suspect trickery or foul play of some sort, but their feelings for you will change nonetheless… and they will hate themselves for it. They will do everything in their power to keep you as far away from them as possible at all times, preferring to love you from a distance in order to keep their dignity intact. | |
1-3 | Your target is gripped with a dangerous, psychotic obsession with you. This will likely start as stalking and quickly escalate to violence against “rivals” and possibly even attempts to capture and confine you. Have fun with that. | |
More Wishes | Safe | You may make +1 additional wish this session. |
Normal | You may make +2 additional wishes this session. | |
Risky | You may make +3 additional wishes this session. | |
Complications | ||
10-12 | Making the wish to get more wishes didn't count against your session limit on wishing. Pure bonus, yo. | |
7-9 | You get your bonus wish(es), but you also had to spend one getting them. | |
4-6 | All your bonus wishes automatically have a complication roll of 1 (worst possible result). | |
1-3 | As 4-6 (worst possible result each time) but you have to make all your bonus wishes and you have to do so right now (cannot take any other actions until all bonus wishes have been made). Every granted wish for the remainder of the session also inflicts 1 point of Stress to you. | |
Power | Safe | Gain +1 XP. |
Normal | Gain +2 XP. | |
Risky | Gain +3 XP and a keystone of your choice. | |
Complications | ||
10-12 | Nothing interferes with your accumulation of power. | |
7-9 | You are corrupted and twisted. If your new XP results in a level-up, you gain your level in a random class from the Heritage category instead of being able to choose for yourself. This doesn't cost you a keystone. If the XP granted from your wish doesn't result in a new level, you can ignore this effect. | |
4-6 | Shatter your health. You gain three random injuries. | |
1-3 | Forsake your bonds. The referee chooses a random ally; you must immediately attack them and fight until either they're dead or you are defeated. | |
Wealth | Safe | Gain 2 Dosh. |
Normal | Gain 5 Dosh. | |
Risky | Gain 10 Dosh. | |
Complications | ||
10-12 | The Dosh appears immediately in your inventory or sitting before you. No strings attached whatsoever. | |
7-9 | The Dosh appears immediately, but it's counterfeit (and kind of sloppy counterfeit at that). Whenever you try to spend it, roll a trigger die: 1-6 and the vendor sees through it and won't take it (and will probably be really pissed at you, too). | |
4-6 | Somebody close/important to you just died in a freak accident (referee decides who). The Dosh will be delivered to you as inheritance at the end of the session. If you've run out of important NPCs because you're a murderhobo that nobody likes, this result simply gives you nothing. | |
1-3 | The Dosh will soon show up (it falls off the back of a cart or something). It belongs to somebody powerful and vengeful. No matter what you do, they will know you have it and will be coming to get what's theirs. | |
Utility | plus-circleThe Traditional Amount: You may make three wishes per session instead of only one. | |
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Wishmaster School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
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