Wednesday, April 9, 2008

Negative Prophecy (Prophecy 9)

Negative Prophecy
(Prophecy ooooo oooo)
Dice Pool: None
Cost: 1 Willpower and 15 Legend
As a speed 5 action, you can declare that something "shall not come to pass" and the power of fate will back up your prophecy. As with foretelling the Messiah, the character is not choosing the thing that will not happen, the fates are. However, the player of the character gets to choose the restriction, rather than leaving it up to the GM.

Anyone who attempts to work against your negative prophecy will find the difficulty of all rolls they make (to that end) raised significantly. Legendless mortals just fail automatically. Hero-level Scions and most Titanspawn find their difficulties raised by +10 for even the most mundane tasks opposing this prophecy. Demigods and lesser immortals face +5 difficulty. Gods and the Avatars of the Titans face +1 difficulty. Such penalties do not stack, not even if spoken by multiple goddesses of fate.

Note that this power only allows for banning events/outcomes, it cannot force events to occur. The GM is free to deny any use of this power that he or she feels is contradicts this clause, though they should ask the player to rephrase to something that more specifically pinpoints that which it seeks to ban. For example, you could say "McCain will not become President" but you couldn't say "Obama will become President". Any number of reasons could prevent McCain from being sworn in: Obama or Clinton could win, McCain could win but abdicate to his running mate for a variety of reasons, or (in a world as epic as that depicted in Scion) the US government could fall apart before the election.

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