Fate Points

Fate Points

Fate points allow a character to modify or impact on the game world in order to gain an advantage as a hero would normally do in a tale or legend. Player characters are the heroes of this tale, and as such, they have a certain amount of fate that can come to their aid. Fate points represent this. Players begin play with 3 fate points. This can be modified based on starting culture. Fate points, once used, are lost forever. They can be gained in several ways, at the discretion of the GM. Typically fate points are gained at the close of a successful story. They can also be earned through superior role play. Fate points can be removed from your character sheet for poor role play (i.e not acting in the nature of your character), or for spilling a beer on a map. Fate points can be used for the following actions:

Automatically inflict max damage with the next successful weapon hit you land The Baltar Rule You must apply the fate point prior to rolling the attack in order for this to function. Once used, the fate point will affect the next hit you land, and is not lost for misses etc. Fate points may not be used to gain max damage from spells, poisons, etc.

Automatically block the next attack that hits you The Bruce Lee rule. You must apply the fate point prior to the enemy rolling the attack against you. Once used, the fate point will affect the next hit landed against you, and is not used against attacks that miss you due to good defense. Fate points will not allow you to be missed by AOE attacks. You may use as many fate points as you wish to block the same number of incoming hits.

Automatically pass a saving throw The Conan Rule You must apply the fate point prior to rolling the save. This can be used for any type of save, in any situation, at any time. You need not be awake, you need not be healthy, you simply pass the next save.

Automatically succeed on a skill Test The James Bond rule. You must apply the fate point prior to rolling for a skill test. Fate points may not be applied to craft skill checks. In order to be able to apply the fate point, the character must have a valid chance of success with a normal d20 roll, thus, a character may not attempt to jump over a tall building in a single bound etc.

Left for Dead The Bruce Wayne rule Level 10 (this use of fate will drain all fate points currently held by a character). Update: Each time you use this to escape death it becomes 1 point more expensive the next time i.e. if you’ve used it twice, the third time will cost 3 fate points. If you are killed in a manner that does not utterly destroy your body, (such as falling into molten lava etc), you may use fate and instead be left for dead. This does not stop enemies from looting your corpse, and does not safeguard your items. You will awaken once a break in the danger has passed, at the GMs discretion, with 1 hit point. The rest is up to your character. If the monster attacking you was doing so in order to eat you, this use of fate will cause the beast to reconsider and leave your corpse.

Destiny The Jack Bauer rule: This use of the fate point requires explanation, and causes confusion in many players, though it can be of great use. You may use a fate point to change the environment around you in a way that adds benefit to your character. In effect, you may use a fate point to temporarily become an assistant GM. This ability is limited. It cannot be used to impose a condition on an enemy that you may then use to attack them. It cannot be used to alter an NPC in any way. Destiny is scaled to affect your character, not the party. If you use it to find water in a desert, you do not locate a huge lake, but a half filled canteen. If you use it to unlock your manacles, your comrades will still be in chains. You MUST roleplay this out, or the use is not accepted.

Fate Points

The Amear Richard2