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The wishes are offered as a traditional courtesy for letting the djinn escape. You are not actually their master, and if you offend them by acting like a tit they will annihilate you.
Wishmasters have access to a powerful and versatile, but limited ability that also has a chance to carry nasty consequences. It's a good fit for players who enjoy the gambler's thrill of high-risk and high-reward, or for more prudent types can make for a useful support ability when used as a calculated risk.
Wishmaster | Get your heart's desire. | |
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caret-right | Ambitious | Better results on self-serving wishes. |
caret-right | Beneficent | Better results on supportive wishes. |
caret-right | Bestowal | Grant others' wishes. |
caret-right | Humble | Small things carry no consequence. |
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 Destruction, Happiness, Health, Love, More Wishes, Mulligan, 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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Destruction | Safe | Instantly kill a subject of up to half your level or destroy up to a you-sized chunk of material the approximate toughness of wood or less (ice, plastic, glass, bone, etc). |
Normal | Instantly kill a subject of up to your own level or destroy a you-sized chunk of material the approximate toughness of stone or less (concrete, brick walls, etc). | |
Risky | Instantly kill a target up to twice your level or destroy a you-sized chunk of any material. | |
Complications | ||
10-12 | Perfect execution. Whatever you wanted broken is broken. | |
7-9 | Feedback stuns you, making you lose your next turn. | |
4-6 | You damage more than you intended- the referee picks a you-sized chunk of the environment that also gets destroyed, preferably whatever chunk leads to the most direct consequences (the bottom of your boat, the floor under your feet, the base of a nearby tree, etc). | |
1-3 | You accidentally also destroy yourself, reducing your current Flesh to 0. You may make a death & dismemberment roll to survive as normal. | |
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 to and remove all injuries/diseases from 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. | |
Mulligan | Safe | Undo any decision/action you made in the last round. |
Normal | Undo any decision/action you made in the current exploration turn. | |
Risky | Undo any decision/action you made in the current session. | |
Complications | ||
10-12 | You made the oopsie go away, reality is completely rewritten. | |
7-9 | Even though things happened differently this time, everybody still remembers the other timeline you truncated and knows what you did. | |
4-6 | Your bad decision is reversed, but you were doomed to repeat it anyway. Fingers crossed you get a different result this time. | |
1-3 | Whatever bad situation you were trying to avoid, your wish made it significantly worse. Referee decides what happens to you, but it ain't good. | |
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. | |
Protection | plus-circleAlways Hungry: When you make a wish for Destruction, Power, More Wishes, or Wealth you may choose to spend a point of Mojo in order to change the consequence you roll to the next-higher consequence on the chart. For example, if you get the worst consequence by rolling 1-3, you can change it to the second-worst consequence as if you'd rolled a 4-6 instead. minus-circleLimited Twist: You can only change a wish's consequence a maximum of one time per wish with this ability. |
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Protection | plus-circleSpread Positivity: When you make a wish for Happiness, Health, Love, or Mulligan you may choose to spend a point of Mojo in order to change the consequence you roll to the next-higher consequence on the chart. For example, if you get the worst consequence by rolling 1-3, you can change it to the second-worst consequence as if you'd rolled a 4-6 instead. minus-circleLimited Twist: You can only change a wish's consequence a maximum of one time per wish with this ability. |
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Utility | plus-circleGranter of Desires: You may grant wishes to other creatures instead of only your own. Wishes granted to others don't count against your normal limit of wishes made per session. minus-circlePetitioning: In order to make a wish from you, a creature must be able to clearly communicate what they want to you in some fashion. Doing so costs the target one action and 1 point of Mojo. minus-circleOne Per Customer: No creature can ask for more than one wish from you per session. minus-circlePlaying With Fire: Consequences of another's wish are suffered by them, not by you. Petitioners suffer the consequence one step worse than the one they actually rolled- for example, if they roll a 10-12 and thus would normally suffer no consequence at all, they instead take the mildest consequence as if they had rolled a 7-9. plus-circleThumb on the Scale: If you know the Ambitious and/or Beneficent abilities from this class, you can choose to spend Mojo of your own to cancel the increased consequences to a petitioner making a wish of the appropriate type. |
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Utility | plus-circleDon't Need Much: You can choose to spend your wishes on something small and mundane. This can provide you with 1 point of any resource of your choice (Provisions, Supplies, Mojo) or give you a common item that you want such as a sandwich or a hammer. Making simple, small wishes in this way never carries any kind of consequence at all. | |
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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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