In Norse myth, the Norns guide one's fate, and your end has been determined by them. That is not to say you don't have some control over where the threads of fate lead you. This system is meant to replace the Icon system. It is designed to be less of a plot generator and more of a tool for protagonists. It is inspired by Fateof the Norns: Ragnarok, and uses the same runes as that system
Each character picks an aett that reflects their desired aspect of the character at character creation. This generally remains the same over the course of the character's life (and perhaps death), but can change if the GM and player feel it is time.
The first aett is Freyja's, the aett of the nurturer: the mother, the farmer, and the merchant. It is represented by the Red runes
Heimdall's aett is next. In essence, Heimdall is a warrior. Ever-watchful, he struggles against overwhelming odds, showing unending courage in his watchfulness. It is represented by the Blue runes.
The third aett, Tyr's aett, is about reaching the frequently talked-about state of godhood, where the magic and the spiritual lie. It is represented by the Green runes.
A full bag of runes has 25 runes, 8 of each Aett, and 1 Void rune.
Each character starts at level 1 with a Wyrd of 3. That is, when it is called for, they draw, or wyrd, 3 runes from the bag. This often happens at the beginning of the game session, but can happen at other times. When you wyrd runes, you do not place the runes you draw back into the back until the next full draw. That is, if you are drawing 3 runes at the beginning of the session, pull 3 in succession, laying them out in front of you. Do not place them back in the bag. At Champion tier, +1 Wyrd, and at Epic Tier, +1 more Wyrd (total of 5).
Drawing a rune that matches your Aett will create a benefit for you, showing that the thread of your Fate features prominently. Keep the rune, and play it at some time in the future before the next Wyrding. Any runes not played before the Wyrding are lost. Any runes that do not match your Aett are unbeneficial, provide nothing, and may not be played. One rune, the Void Rune has no color, and no carving upon it. If you draw that, the Norns are quiet and you get nothing for that rune.
In general, runes may be played at any time, including when it is not your turn, when you are Compelled, Stun, or otherwise unable to act, as free action. You don't need to think to guide Fate's Hand. Bonuses and runes given to allies go away at the end of combat.
Pick an ally. The next time that ally uses heal using a recovery, this rune allows the target to heal using a free recovery instead of spending a recover
Choose an ally. When the ally heal using a recovery, they also adds hit points equal to double their level to the recovery. They may have one of these runes at a time.
Choose one ally. That ally gains resist 12+ until the end of his next turn.
Choose one ally. That ally gains resist 16+ against the next attack against him that hits.
Choose one ally. They remove any and all conditions and effects from themselves that they desire.
Pick an ally to give this rune to. An ally with this rune can use it to reroll an attack as a free action this battle. An ally can only have one such blessing on them at a time.
Until the end of your next turn, you add double your level to the miss damage of your attacks and the attacks of your nearby allies.
Pick an ally to give this rune to. If they hit with their next attack, they can deal extra damage to one target they hit with a melee attack as a free action. The damage bonus is a number of d4 equal to their Strength modifier or to their level, whichever is higher
The next critical hit against your allies deals normal damage instead of critical damage.
Pick an ally to give this rune to. The next critical hit your ally make deals triple damage instead of double damage.
Increase the escalation die by 1
Roll a d20 that we’ll refer to as your fate die. As a free action before the start of your next turn, give your fate die to a nearby ally or enemy who is about to make an attack roll. The fate die result becomes the natural result of their roll instead.
Choose one enemy who will be Fated to Die. You and your allies gain +1 to hit against the target until the end of the battle
Pick an ally to give this rune to. The ally may apply +5 to their next Skill Roll as their background is unexpectedly beneficial (instead of a normal background). They must describe it, even if it is somewhat ludicrous.
Pick an ally to give this rune to. That ally adds 5 to their initiative immediately.
If one chooses to use this system, the following changes are made to the classes
Balladeer
If you succeed on your charisma check, you may draw an additional 2 runes, this day, as the Norns speak of your greater destiny.
A new adventurer feat is needed
Champion - If you succeed on the base Charisma check, you may pull an additional 2 runes/day
New epic feat is needed.
Storyteller
Once per scene, You may allow another character to redraw a rune, as you proclaim his deeds, thickening the thread of his fate.
Lore master and Mythkenner
Champion benefit - +1 Wyrd
Song of Destinies
GM picks an aett and a player draws a rune.
Domain: Knowledge or Lore
Epic Feat - +1 Wyrd
Domain: Love or Beauty
Invocation - 1/day, draw a rune at a dramatic moment
Flow Attack (Fist Shows the Path to Wisdom)
Natural Even Hit: As a hit, plus a random nearby ally can Wyrd one rune from their bag. You get to determine the Aett (color) that will give a bonus.
Path of Universal Righteousness
Adventurer Feat - redraw a rune 1/day
Epic feat - +1 Wyrd
Way of Evil Bastards
Adventurer Feat - redraw a rune 1/day
Epic feat - +1 Wyrd
Smooth Talk
Roll a save 11+, if you succeed, 2 immediate draws, 1/day
Champion feat - 3 draws if you make the save
Epic feat - 2 draws even if you fail
Blood Link
+1 Wyrd
Champion feat - +1 Wyrd
Touch of Evil
DM picks a new Aett for you for the day