The Drifter

**The Drifter** is a mysterious character, not much is currently known about him, having only encountered him once as of Session #60. So far he has one of the most complicated Boons, changing and morphing with each use by those it has been bestowed upon. As of right now, Alexander Varias is furthest along on the track to completing the Drifter's Journey Boon.

## Boons

### Lesser Boon

***Lesser Boon of The Drifter:*** +3 to Intelligence, Perspicacity, and Appeal, +1 to others, Journey - Life isn't about the destination. Once per day, activate this ability as a main action. The first time you use it it will do nothing... but it will grow stronger with every concurrent use!)

* The Magician - Once per day, activate this ability to gain a +2 point bonus to your next performance check.
* The High Priestess - Once per day, activate this ability to: Gain a +2 point bonus to your next performance check and Gain a +2 to your next combat-related roll.
* The Empress - Once per day, activate this ability to: Gain a +3 point bonus to your next performance check and Gain a +3 to your next combat-related roll.
* The Emperor - Once per day, activate this ability to: Gain a +4 point bonus to your next performance check, Gain a +4 to your next combat-related roll and Gain a +4 point bonus to your next diplomacy-based roll.
* The Hierophant - Gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll and Give a target (excluding yourself) a 1.1x multiplier to their next roll, whatever it is.
* The Lovers - Once per day, activate this ability to: Gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll and Give a target AND yourself a 1.1x multiplier to their/your next roll, whatever it is.
* The Chariot - Once per day, activate this ability to: Gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll. Give a target and yourself a 1.1x multiplier to their/your next roll, whatever it is. Give yourself a basic physical heal.
* Justice - Once per day, activate this ability to: Gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll. Give a target and yourself a 1.3x multiplier to their/your next roll, whatever it is. Give yourself a basic energy and physical heal.
* The Hermit - Once per day, activate this ability to: Gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll. Give a target and yourself a 1.3x multiplier to their/your next roll, whatever it is. Give yourself a basic energy and physical heal. Either draw aggro or make yourself very unlikely to be targeted by the next enemy attack.

To continue improving the boon from this point, a certain condition must be met:

To prove yourself worthy of the Fortune arcana, you must prove yourself willing to be subjected to the whims of fate. You must complete an entire mission rolling on the wild magic table twice with every "spell". Declare you're doing this at the beginning of the mission.

* Wheel of Fortune (Speculated)
* Strength (Speculated)
* The Hanged Man (Speculated)
* Death (Speculated)
* Temperance (Speculated)
* The Devil (Speculated)
* The Tower (Speculated)
* The Star (Speculated)
* The Moon (Speculated)
* The Sun (Speculated)
* Judgement (Speculated)
* The World (Speculated)

***Loss:*** The loss isn't the hardest part. The hardest part is moving on. Once EVER, permanently sacrifice something to automatically succeed on your next action as long as your sacrifice is of equal or greater value to what you are trying to accomplish. Your sacrifice will be PERMANENTLY lost, and nothing can EVER bring it back. If your sacrifice is not of equivalent value, you will still permanently lose it but gain no bonuses whatsoever. You will not consume this ability's once ever charge, however.)