## Opportunities

Opportunities are unexpected twists in the story — sometimes good, sometimes bad.

When you spend an opportunity, you may pick an option from the list below or come up with a different twist that fits the current scene. The Game Master has final say on whether an opportunity is appropriate to the current situation, and some spells and Skills will allow you to spend opportunities in new and powerful ways.

Example: Valea the thief is hopping from roof to roof in an attempt to shake off Count Eligor's mercenaries. The Game Master calls for a `【DEX + MIG】` Check and Valea rolls a 7 and a 7, a critical success! The Player controlling Valea describes how she loses her pursuers and chooses the Favor opportunity: her daring performance will earn her the sympathy of the villagers, who were already fed up with the Count's tyranny!

## OPPORTUNITIES

Advantage | The next Check performed by you or an ally will receive a +4 bonus.
Affliction | A creature suffers dazed, shaken, slow or weak (see page 94).
Bonding | You create a Bond towards someone or something or add an emotion to one of your existing Bonds (see page 56).
Faux Pas | Choose a creature present on the scene: they make a compromising statement chosen by the person who controls them.
Favor | Your actions earn you someone's support or admiration.
Information | You spot a useful clue or detail. The Game Master may tell you what it is, or ask you to introduce that detail yourself.
Lost Item | An item is destroyed, lost, stolen, or left behind.
Progress | You may fill or erase up to two sections on a Clock (see page 52).
Plot Twist! | Someone or something of your choice sutdenly appears on the scene.
Scan | You discover one Vulnerability (see page 92) or one Trait (see page 302) of a creature you can see.
Unmask | You learn the goals and motivations of a creature of your choice.