Wheel of Fate
'BEWARE - This page needs updating to match the new CoI Merit/Flaws etc - It is not accurate'
The Wheel of Fate
Sometimes a Summoner or Mortal feels so strongly about something in their life that they will risk a turn on the Wheel of Fate. It is not something to be enterred into lightly for the very nature of the wheel will change a persons life forever. In ways that cannot be predicted before hand and whatever Lady Luck wheel rolls will affect body and soul.
No one should ever roll the wheel unless they feel so strongly about something. That nothing else will do. A person can only spin on the wheel once in their life time. Wagering their life and the changes that will come about to alter the effect of chance or luck for another person. An example would be, wagering ones life on the wheel to save someone from dying.
To roll the wheel a Judge should first make sure the PC understands the severity of what they are doing. They should also know that they cannot "Undo" what is done to them. Positive or Negative results of the spin are permanent and cannot be brought off like normal nor can it be re-rolled. One roll only no specials, pacts or abilities permitting a reroll of dice can be used.
They must be in the Casino with Lady Luck and have gambled enough to draw her attention. Be it with Gil or by enterring the "Games."
The roll is:
+dice 1d21 To pick result.
1 - Death
2 - Merchant
You suddenly inherit up to +20 in resources
3 - Priest's Tongue
4 - Unsettling Presence
5 - Elemental entity (If already held this changes.)
6 - Longevity
7 - Saintly
8 - Fate's Fool
9 - Wrathed
10 - Slave to Scent
11 - Transformation (+rm)
12 - Impotent
13 - Bankrupt!
Resources Reduced to 0
14 - Hideous
15 - Gaia's Love
16 - Become a Moogle
17 - Chaotic Synthesist
18 - Amputee
19 - Chaos Touched
20 - Bullet Time
21 - Prophetic Talent
Return to Lady Luck
Return to The Casino
Return to Spirit World
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