Sometimes fate bends.
A Hero may push beyond instinct, seize a fleeting opportunity, or refuse to accept the shape a moment has taken. These moments are represented by Redraws.
A Redraw allows a Hero to replace a token that has already been drawn during a Performance. They represent sudden clarity, desperate effort, emotional resolve, hard-earned momentum, or the brief chance to change what seemed inevitable.
Redraws are intentionally limited. Having one creates opportunity, but deciding when to spend it should matter.
EARNING REDRAWS Copy link
Redraws are earned when a Hero’s choices create meaningful tension, sacrifice, danger, or consequence.
The WorldKeeper may award 1 Redraw when a Hero accepts a significant complication, protects another at personal risk, suffers meaningful Wear or Impact, follows a Motivation despite the cost, or takes an action that dramatically advances or complicates the story.
A Redraw may also be earned when a Hero allows a Personality Trait to create a genuine setback.
Routine success does not normally earn Redraws. They emerge from the moments when a Hero commits to the story even when doing so makes their situation harder.
PERSONALITY TRAITS Copy link
Some Personality Traits carry an R, indicating a Redraw opportunity rather than a numerical Conviction or Composure bonus. These represent flaws, insecurities, habits, weaknesses, or tendencies that can make a Hero’s life more difficult.
When such a Trait meaningfully influences the Hero’s actions and creates additional risk, tension, or complication, the WorldKeeper may award 1 Redraw.
A Hesitant Hero might hesitate when immediate action is needed. A Reckless Hero might rush into danger before understanding the threat. An Anxious Hero might allow uncertainty to affect an important decision.
The Trait must meaningfully affect the story. Simply mentioning or performing the Trait without consequence is not enough.
A Personality Trait may grant no more than 1 Redraw per Scene.
MOTIVATIONS Copy link
Motivations represent the reasons a Hero continues forward despite uncertainty, danger, and hardship.
When following a Motivation requires a meaningful choice, sacrifice, risk, or complication, the WorldKeeper may award 1 Redraw.
A Hero might place themselves in danger to pursue an Original Motivation, put the needs of their companions first because of a Group Motivation, or surrender an easier opportunity because it would mean abandoning an Ongoing Motivation.
Motivations become most important when they influence what the Hero is willing to risk.
REDRAW CAPACITY Copy link
A Hero cannot accumulate unlimited Redraws.
Their maximum Redraw capacity is equal to their Conviction. If a Hero is already at this limit, any additional Redraw gained is lost.
This makes Redraws something to use rather than indefinitely preserve.
SPENDING REDRAWS Copy link
A Redraw may be spent during a Performance after the relevant token has been drawn.
Unless another rule states otherwise, only 1 Redraw may be spent during a Performance. A token produced by a Redraw cannot itself be redrawn; once the replacement token is drawn, that result stands.
Held Redraws do not expire at the end of a Scene or Rest. The available Redraw supply refreshes each Day; failure awards remain limited by availability and Conviction.
REDRAW MASTERY Copy link
A Hero’s Training determines how much influence they have over a Redraw.
Training | Redraw Ability |
|---|---|
Untrained | Cannot use Redraws. |
Trained | Cannot use Redraws. |
Adept | Spend 1 Redraw to redraw one of your own drawn tokens. |
Master | Spend 1 Redraw to redraw any one token involved in the Performance, including your own, another Hero’s, the opposition’s, or a Favor Token. |
May gain additional Redraw abilities through Pathways, Origin, or other special abilities. |
Greater Training does not make fate predictable. It gives the Hero greater ability to recognize the moment when fate can still be changed.
A Redraw does not guarantee success. It creates one more chance to shape the moment.
After a failed Moment Performance, the Hero gains 1 Redraw in Prepare, 2 in Advance, or 3 in Breakthrough, up to their Conviction capacity and the available supply. The Redraw supply refreshes at the beginning of each Day; this does not automatically fill every Hero to capacity. Held Redraws do not expire merely because a Scene or Rest ends.