Courses / CS / Misfortune Magnet
Misfortune Magnet
Prerequisites:
Qualifies For:
Level:
3
Study DC:
11
Code:
CS 392
Tilt Down Skill Ability
Time:
Trigger (Effortless)
Trigger:
When anyone within 60 ft. of you rolls a test of skill
Cost:
1 FP
You can tilt any test of skill in range down, subtracting your tilt modifier from Getting Lucky.
You cannot use this on other creatures’ downtime rolls (ex: projects, research, crafting).
Effortless: As long as you are conscious, you may use this reaction. Being disabled or ambushed does not prevent you from using it.
You cannot use this on other creatures’ downtime rolls (ex: projects, research, crafting).
Effortless: As long as you are conscious, you may use this reaction. Being disabled or ambushed does not prevent you from using it.
Misfortune Magnet Passive
Whenever anyone critically fails or critically misses, gain 1 FP.
“Your loss is my gain.”
Name | Effort | Requires | Description |
---|---|---|---|
Tilt Down Skill | 30 | You can tilt down tests of skill. | |
Misfortune Magnet | 5 | Gain 1 FP whenever anyone crit fails or crit misses. |
Extra Credit
Shared Misfortune
Effort: 5
Requires: Misfortune Magnet
When you critically fail or critically miss, the next attack or contest of skill against you has disadvantage.
Doom
Effort: 5
Requires: Mastery
When a critical failure would be rerolled, you may spend 1 FP as a reaction to cast a spell to stop it from being rerolled, undo any rerolls that have already happened to that crit fail, and stop all further attempts to reroll that roll.
(Any resources that would be spent to reroll the roll are not spent. It is as if the reroll never happened.)
(Any resources that would be spent to reroll the roll are not spent. It is as if the reroll never happened.)
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