Cascade Failure
"One thing goes wrong. Then everything goes wrong."
- Cost
- 2 Erosion
- TN
- 15
- Tempo
- T7
- Steps
- Yes
- Resist
- —
Effect
You identify a critical failure point in the environment or in an enemy’s plan and nudge it. The GM describes a chain reaction of misfortune: a horse bolts, pulling a cart that blocks the road, which delays the reinforcements, which leaves the gate unguarded.
Mechanically:
- All enemies in the Near range area suffer −3 dice (Pool Penalty) to their next action as circumstances compound against them
- One environmental element shifts in the party’s favor (cover becomes available, an escape route opens, a light source is extinguished)
- The Tension Pool gains +1 die (fate is bending; the Veil notices)
Steps
−1 additional die to the penalty per Step.
Special
The GM has creative control over the specific cascade. The Seer identifies the pressure point; reality does the rest. This Talent works better in complex environments (towns, fortifications, vehicles) than in open wilderness.