0 - Right Place, Right Time. Ghosts with Serendipity often find themselves in the right (or at least most interesting) place at the right time. System: There is no system for this ability. It simply happens. 0 - Key Player. The ghost will know if he is with someone who is important to him. He won't know what that importance is and may not even know who, if there are others around. System: Someone important moves through the ghost's field of vision. No roll is necessary. 1 - Fortuitous Wanderer. When pursuing passions, the ghost gets a general idea of which direction to go. The passion in question, however, will be a mystery. System: Storyteller determines which passion. 2 - Flashback. System: Spend 1 Pathos, roll Serendipity+Awareness (difficulty 9 - the rating of the fetter). Number of successes determines the vividness and duration of the visions gained. A botch blinds the Risen for a number of minutes equal to the difficulty of the roll. 3 - The Face in the Crowd. System: Spend 2 Pathos, roll Serendipity+Empathy while speaking to the target. Difficulty reflects the intimacy of the conversation. At one success, the ghost will know if the person is tied to one of his fetters. More successes will allow the ghost to sense which passion or fetter the target might be connected to and how important the connection is. A botch provides potentially dangerous information. 4 - Fortuitous Meeting. System: Spend 1 Willpower and 1 Pathos. Ghost must have met the target previously. Roll Serendipity+Manipulation (Difficulty 7). Number of successes determines how quickly the ghost finds the target. On a botch, gain 1 temporary Angst and the target becomes uneasy, possibly fleeing town. 5 - The Coincidental Gathering. Coerce targets to run into one another whether the ghost is present or not. System: Spend 1 Willpower and 1 Pathos. Roll Serendipity+Manipulation (Difficulty 7) for each target.
Serendipity
Category
System
Freebie Cost
5
Prerequisites
Wraith or Risen
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