Just like how a character's Traits can be used to reroll dice, Bonds — which is to say, the feelings they harbor towards others — allows them to increase the Result of Checks.
After performing a Check, a Player Character may spend 1 Fabula Point and invoke one of their Bonds to add the strength of that Bond to the Result. For more information about Bonds and their strength, see page 56.
This can only be done once per Check.
Back to the previous example: Let's say Ricard invokes his Theme to reroll, but the dice come up a 6 and a 5; unfortunately, this isn't enough. Mark has 1 Fabula Point left: he could spend it to reroll the 5 and hope for a critical success, but there's a safer alternative: he decides to invoke his Bond with Sorcerer Antigles himself. This is a Bond of inferiority (because Antigles is a stronger mage) and hatred (because he devastated Ricard's village when he stole the Dragonstone).
"I think I simply cannot allow him to take anyone else away from me. It won't be like the last time... I will be there and I will stop him, no matter the cost."
Nadia nods. "That's a strength 2 Bond, which means you get to 13 and succeed!"
A Bond should only be invoked when it makes sense — just like Traits, you shouldn't invoke them if it feels forced.
"Scared, Princess? I'm glad. Only when properly scared can we show some good measure of courage!"
If you use this optional rule, Players may invoke their character's Bonds and Traits to intentionally fail Checks and earn Fabula Points.
Restrictions:
Philip Forlenza (Order #)