Paths
Each paths give several benefice:
-The PC has always anything that would be logical for a someone of this Path to have.
-Once per Episode, the PC can Invoke the Path to call on a Connection or ha a Twist of Fate.
Connections
When a PC Invoke a PC to call on his Connection, he choose if he call on a Network, an Access or a Contact. The PC roll one Path skill +2 dice.
-Network: A group of people that would help the PC, they will not put themselves in danger and cannot participate in combat.
The PC gain Enhancement equal to his success on the Connection roll (max 3) to a future roll during the Episode.
-Access: Equipment that would that his Network could give him with a bit of work.
The PC either gain the item in question for the rest of the Episode or gain an Enhancement equal to his success on the Connection roll (max 3) to a future roll during the Episode.
-Contact: A character that would help the PC beyond the scope of the Network. Contact have a rank and several tags.
When a PC Invoke a Contact and succeed the Connection roll, they can either create a Contact (Rank 1 / 1 tags) or upgrade an existing contact (2 dots to spend in rank or tags, the upgrades vanish at the end of the Episode). Then the Contact act the PC asked.
Twist of Fate
Invoking a Twist of Fate let the PC make a minor edit to the scene. If the PC has a Legend score, the edit can be supernatural in nature as long it coherent with the PC Callings, Tittles or Purviews.
This message was last edited by the GM at 20:15, Thu 18 Apr.