Destiny (Technocracy)
Some mages are simply fated for great things — or horrible tragedy. The star-crossed mage often has some inkling of what Dame Fortune has in store for her, however, and can call upon that knowledge to avoid more mundane or ignominious perils. The greater a mage's Destiny rating, the more important and impressive her fare.
The Storyteller should work with the player and decide — loosely — what the character's eventually destiny will he. Conversely, it the player is willing to trust the Storyteller (and she should be able to) she- may decide to simply allow the Storyteller control of this Background — what the Destiny is, when it is invoked, etc.
In game terms, the player may roll her character's Destiny rating once per story in response to danger t h a t threatens to let her lot in life go unfulfilled (difficulty 7). The character regains one point of spent Willpower per success. These Willpower points can then be used to help the mage escape her current dangers and survive to face her destiny someday.
The character can (and should) fulfill her destiny at some point in the chronicle. If this happens before the chronicle ends, the Background and its benefit disappear (Storytellers can opt to award the character one permanent Willpower point if this happens). Likewise, characters can actually accrue this Background as a result of chronicle events, at the Storyteller's discretion.
● -- A minor destiny; you might be a soldier in a great war. Roll one die.
●● -- A notable destiny; you may command troops in this war. Roll two dice.
●●● -- A crucial destiny; you could win (or lose) a decisive battle. Roll three dice.
●●●● -- A world-changing destiny; your actions might dictate the outcome of the war. Roll four dice.
●●●●● -- A Heaven-shaking destiny; the war is fought over you. Roll five dice.