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Moirai

Moirai are true weavers of fate. Not just manipulators of luck, the moirai monitor potential futures, curse items with ill-fortune, and ultimately pull events together for their own agenda.

The LARP variation of this legacy can be found HERE 

Playstyle

To play a moirai means graying the line of metanarrative knowledge. Their abilities allow direct manipulation of a character’s, or even a game’s narrative direction. Moirai often work closely with the GM to understand the possibility of avoiding or causing events. In many ways, moirai characters are like mini-GMs within the game, able to heavily suggest or dissuade potential narratives.

Moirai also generate and deal in cursed magical items. Many use these cursed items for unique magics or to pass down trouble onto their enemies.

Play a moirai if you want a character who can gather information outside of mundane means. Play a moirai if you want a character who can directly impact the likelihood an event might occur.

Visual Identity

A hag with their scrying ball or ordained seer, consider the means of which your moirai views and manipulates fate. Many moirai can be found as talented crafters who view manipulating fate the same as with their craft, whether that be by weaving thread or hammering iron.

Signature Ability: Read Fortune

A moirai can take a lengthy task to read a nearby character’s future, literally grasping it within their magic. Though a moirai can only hold one individual’s fate in their grasp at a time. With fate in their grasp, the moirai can make 3 questions: either about events that can occur to the character or actions the character might take.  For each event or action, the GM will confide whether they consider it likely, plausible, unlikely, or impossible/not feasible to predict.

If any of the events and actions are impossible/not feasible, the moirai adds the “cursed” tag to one of their existing esoterics, or otherwise gain a new esoteric “Cursed thread.”

When the character whos fate is held by a moirai enters a foretold event or action, the moirai can once force a reroll any check used for or against that character (regardless who rolled).

Disadvantage: Inescapable Destiny

You can’t escape yourself.

 A moirai’s power first reveals itself when used on themselves. When creating a Moirai, a player should use Read Fortune on their own character; asking three questions about their own fate. Rather than appearing nebulous, all three questions are answered with a “definite.” The moirai is convinced not even death or destruction can prevent such fates. After the third fate comes to past, the moirai will no longer be able to read fortunes.

Merits

Merits represent the core characteristics, traits, gear, and companions that a character has at their disposal.  Merits Tracks represent a form of character health, merits help make actions easier to perform, and many merits provide unique powers and abilities for a character to take advantage of.
Each legacy has 1 signature merit (underlined below), a powerful and complex merit that provides the core ability characters within that legacy are known for. Signature merits can be further enhanced with the meta merits of the same legacy, up to the number of Meta Slots the signature merit has (see the following list after regular Merits). 

Signature Merit Effect Track Meta Slots
Read Fortune Take a lengthy task to read a nearby character’s future. You can only hold one individual’s fate at a time. During the task the moirai can make 3 questions: either about events that can occur to the character or actions the character might take.  For each event or action, the GM will confide whether they consider it likely, plausible, unlikely, or impossible/not feasible to predict.
If any of the events and actions are impossible/not feasible, the moirai adds the “cursed” tag to one of their existing esoterics, or otherwise gain a new esoteric “Cursed Thread.”
When the character whos fate is held by a moirai enters a foretold event or action, the moirai can once force a reroll any check used for or against that character (regardless who rolled).
2 1
A fortune-telling tool, such as a deck of tarot cards, crystal ball, or even a collection of seemingly junk to be scattered across a table.
Elemental Merits Effect Track
Accident Appointment When a nearby character takes trouble, mark to delay that trouble until they leave the scene. 5
An old leather-bound calendar.
Unlucky Amplifier When you face trouble you can add the “cursed” tag to any of your esoterics that doesn’t already have the tag. Mark to remove the cursed tag from an esoteric. 5
A necklace holding a small, sideways horseshoe that appears to poor something.
Blood Fortune Mark to gain a miss-fortune. 5
A large and unwieldy quill splattered with dried blood and threatening a painfully sharp tip.
Predictive Lenses Mark to gain insight about the immediate future related to a specific action. (Up to 1 hour from the present).
Out of character, ask a GM “What will happen if I do this?”
If it is possible for them to predict, they should tell you their best estimate as your character sees a potential future.
4
A set of glasses with various lenses which can be moved up and down to observe changes in the strands of fate.
Invasive Questionnaire Remove the “cursed” tag from 1 esoteric to force someone to answer 1 question honestly and openly. Do not take trouble for spending the curse.
They cannot lie and must give at least 1 piece of information related to the question which they believe could be of use to you, if possible.
4
A metallic nutcracker used to break esoterics – funneling any cursed energy to trap a questioned individual – forcing honesty, intentional or as a slipup.
Post-cognition Piercing Mark to start perceiving time in reverse flow for a short duration.
You can spend 1 lost word to start perceiving time at a specific point in time related to the spent lost word.
4
An eyebrow piercing that periodically changes places
Cursed Rain cloak You do not take any trouble when spending or using esoterics with the “cursed” tag. 3
A shadowy and tattered cloak.
Lucky Bastard When you or another character you can see fails an action check, you can mark to have the check retried. If this merit is fully marked, the GM gets 2 unlucky points they can use to reroll any dice that affects you. 3
A pair of loaded dice
Curse Shepard When you or a nearby ally activates a “cursed” tag, mark and you can choose someone else who you can see to take the curse’s trouble instead. 5
A shepherd’s crook weathered with age and misuse.
Affliction Kit While holding an esoteric without the “cursed” tag, you can add the tag to recover 1 marked box on any track of a creature you are touching.  3
A collection of folk medicines and salves.
Trouble Bound When you take high or medium trouble, spend an esoteric with the cursed tag to redirect the trouble to another creature or character you can see.  3
A collection of scraps, the souvenirs of terrible events, bound and wound together.
Hunted Fortune Work with the GM to create a living hazard pursuing you. Burn to twist the fates so that your beast interrupts the scene, eating, threatening, or driving off (GM choice) any antagonists before quickly turning towards you.
The hazard should represent a serious challenge.
3
A self-told fortune gone-wrong, drawing the attention of a dangerous beast that now endlessly pursues you. Your only advantage is that you know what it is.

META Merits

Meta Merits alter or enhance a legacy’s signature merit and automatically extend that merit’s track with their own. Meta merits are unique to their legacy and cannot enhance any merit other than the signature merit of the same legacy.

Meta Elemental Merits Effect Track
Invoke Fortune You can choose a character whose fortune you’ve foretold and force them to take one of the foretold actions if it is possible and has not yet occurred. You can spend 1 esoteric with the “cursed” tag  to describe how the character takes the action. Otherwise that character gets to interpret the action.
Tailored Telling With the GM’s approval, you may invoke foretold likely events or plausible events to occur soon: within the current scene or the next scene.
Fortune’s Favor When a character takes an action you’ve foretold, you may increase their highest result by 1 rank (Miss to Glance, Glance to Hit).
Fortune’s Ire When a character takes an action you’ve foretold, you may cause them to take cut 1 on their action check.

Alternative Concepts

TBD