Minor FORTUNE Fallout (1d9)

1d9 Result Result

1

BROKEN

An important item is damaged. You cannot use it until you take the time and resources to repair it. [Ongoing]

2

COLLATERAL

The next time you mark stress, a nearby ally marks the same amount; you then remove this fallout. [Immediate]

3

FOREBODING

Something bad is about to happen. GM, hint at an ominous future event – smoke in the distance, the tremors before a pulse, the frantic music of the Carnival. This fallout can be upgraded to CRISIS (see below). [Ongoing]

CRISIS: As FOREBODING, above, but now the danger actually occurs. [Immediate]

4

THE HARD WAY

You lead the party into danger. The next obstacle the group attempts to over‐ come is Dangerous; they can reduce it to Risky, or even Standard, with a decent plan. [Immediate]

5

IN TROUBLE

You upset an important figure in this or a nearby haven. [Immediate, Ongoing]

6

LONG WAY ROUND

You take longer than expected to reach your target. On a delve, add D6 to the delve’s resistance. If you’re searching for someone or something in a landmark, you arrive just late enough to be in trouble. [Immediate]

7

SEPARATED

You think you hear something, but when you turn to tell your allies, they are gone. You’ll have to track them down or hope they find you. [Immediate]

8

UNLUCKY

Things are going to get worse before they get better. You cannot use Fortune pro‐ tection. [Ongoing]

9

WORD OF MOUTH

Word spreads of your mis‐ deeds. Wherever you’re headed next, someone knows you’re going there, and is going to try to take advantage of you. The GM shows how word is spreading. [Immediate]