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| - Independent starship.
- The Hand of Fate is a magical disembodied hand which appears to be an enforcer or the physical manifestation of Fate itself.
- Hand of Fate (滅! Metsu!) is the third and final Super Move that Drachma learns. It costs 4 Moonberries to learn and a whopping 25 SP to execute, thus making it the most expensive Super Move in the game, next to Crew Specials.
- For better or worse, fate (some choose to call it destiny) plays an important, though often overlooked, role in the life of an adventurer. Sometimes, even the most innocuous events (and an adventurer's choices regarding them) can help to shape destiny by ever-so-slightly guiding the hand of fate. At various times in your adventures you may encounter the following message: The above message indicates a marked choice -- it's a choice that your character is about to make that will in some way somehow affect him or her at some point in the future.
- When you perform the ritual, ask up to three questions about possible courses of action. A translucent blue hand appears and indicates with a gesture what the most rewarding course of action is. If you describe courses of action that refer to directions or specific objects, then the hand points toward the choice that bears the greatest reward. If you ask the hand, “Should we head down the stairs or through the doors?” then the hand responds by pointing either to the stairs or the doors. If you ask the hand, “Which of these three levers should we pull first?” then the hand responds by pointing to a lever.
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| - Drachma flattens one enemy under his hand, causing instant death to most, or heavy damage.
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| - A ghostly apparition appears to give you basic guidance about a course of action.
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| - Independent starship.
- The Hand of Fate is a magical disembodied hand which appears to be an enforcer or the physical manifestation of Fate itself.
- When you perform the ritual, ask up to three questions about possible courses of action. A translucent blue hand appears and indicates with a gesture what the most rewarding course of action is. If you describe courses of action that refer to directions or specific objects, then the hand points toward the choice that bears the greatest reward. If you ask the hand, “Should we head down the stairs or through the doors?” then the hand responds by pointing either to the stairs or the doors. If you ask the hand, “Which of these three levers should we pull first?” then the hand responds by pointing to a lever. If you describe only a single course of action, the ritual assumes that inaction is your other option. The hand either beckons you (to indicate that you should proceed) or gestures for you to halt. For example, the question “Should we explore the ruins of Solitronia?” results in the hand either beckoning you or gesturing for you to halt. The hand can’t assess events in the far future; its judgment extends only to likely events in the next hour. If the hand can’t indicate a preference, the ritual has no effect and expends no components. There are two drawbacks to using the ritual to aid your decisions. First, fate values rewards over risk, and this ritual provides guidance accordingly. It points you toward a high risk, high reward option before pointing you toward a low risk, low reward alternative. For example, if one tunnel leads to a dragon and great wealth and the other tunnel leads back to town, then the hand points toward the dragon. However, a high risk, low reward alternative is considered less rewarding than a low risk, low reward option. Second, the hand can choose only the most rewarding course of action relative to the alternatives provided. That doesn’t mean that the indicated choice is necessarily a good idea, only that it’s a better idea than the other options you’ve indicated. In the example above, if all three levers activate traps, then the hand points toward the lever that triggers a trap less lethal than the others.
- For better or worse, fate (some choose to call it destiny) plays an important, though often overlooked, role in the life of an adventurer. Sometimes, even the most innocuous events (and an adventurer's choices regarding them) can help to shape destiny by ever-so-slightly guiding the hand of fate. At various times in your adventures you may encounter the following message: The above message indicates a marked choice -- it's a choice that your character is about to make that will in some way somehow affect him or her at some point in the future. It should be noted when making these marked choices that there are not any correct or incorrect selections. Each marked choice your character makes will have an effect on his or her fate somewhere along the line. The selections you make when faced with marked choices won't negatively affect your character in any way, though your selections are likely to impact your character moving forward, often in unexpected ways. Currently, the impact of Hand of Fate decisions on gameplay have yet to be determined. Sometimes they have had slight narrative consequences, like your actions in a quest being mentioned on the text for another one (The Shattered Skull), but they have never been found to affect you directly in the way of gains/loses of XP, Items, access to quests, or anything else. In short, this is a (yet) unimplemented or limitedly-implemented game mechanic. Don't worry. The Hand of Fate decissions are expected to be linked with the Tome of Attainment, when it goes live (soon)
- Hand of Fate (滅! Metsu!) is the third and final Super Move that Drachma learns. It costs 4 Moonberries to learn and a whopping 25 SP to execute, thus making it the most expensive Super Move in the game, next to Crew Specials.
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