Difference between revisions of "Fate"

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'''Fate''' is the force that guides all life, whether it's counted as influence from the powers that be, mere chance, unrelenting will and determination, or a destiny preordained by prophecy. Every character can influence their own fate.
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|description=Fate is the force that guides all life, whether it is counted as favor or disfavor of the gods, good or rotten luck, mere chance, or a destiny predetermined by a prophecy. Whatever the case may be, each individual has a knack for escaping or not escaping dangerous situations. Dice rolls in general, the cornerstone of RPGs, are a question of Fate.  You can use a Fate point to re-roll a missed roll once (though the GM may allow re-roll after re-roll costing point after point of Fate, we suggest just limiting it to one re-roll), make another character or enemy re-roll the dice or ignore a wound as if it never happened (Fate has saved your neck, so to speak, by a hair's width). You may never have more than 5 points of Fate at any time.
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The GM awards Fate Points as you play the game for anything from a good decision to a funny quote, or even just showing up. New characters begin the game with three Fate Points. You can't have more than five Fate Points at a time.
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[[Category:Supernatural Trumps]]
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===Uses===
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You can use a Fate Point to allow any one of the following:
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====Re-rolls====
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You can use a Fate Point to re-roll the dice once, or force another character (friend or foe) to re-roll the dice (Fate has saved your neck, so to speak, by a hair's width). Though the GM may allow re-roll after re-roll costing point after point of Fate, we suggest just limiting it to one re-roll.
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====Bonuses====
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You can use a Fate Point to attempt an act of bravado and heroism in game. Using a Fate Point in this manner gives the character a +10 bonus on any roll before you roll it, or you can use a Fate point to add a +5 ''after'' you roll it. This reflects the character's ability to use strength and courage to overcome a dramatic situation.
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====Surpassing Limits====
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You can use a Fate Point to overcome personal limitations or act against your nature. For example, a [[berserker]] blinded by rage can spend a Fate Point to regain control. A mage who has depleted their reserve of magic can spend a Fate Point to use their own life as fuel. Each rule in this game that incorporates Fate Points will explain the specifics.

Latest revision as of 14:46, 3 January 2021

Fate is the force that guides all life, whether it's counted as influence from the powers that be, mere chance, unrelenting will and determination, or a destiny preordained by prophecy. Every character can influence their own fate.

The GM awards Fate Points as you play the game for anything from a good decision to a funny quote, or even just showing up. New characters begin the game with three Fate Points. You can't have more than five Fate Points at a time.

Uses

You can use a Fate Point to allow any one of the following:

Re-rolls

You can use a Fate Point to re-roll the dice once, or force another character (friend or foe) to re-roll the dice (Fate has saved your neck, so to speak, by a hair's width). Though the GM may allow re-roll after re-roll costing point after point of Fate, we suggest just limiting it to one re-roll.

Bonuses

You can use a Fate Point to attempt an act of bravado and heroism in game. Using a Fate Point in this manner gives the character a +10 bonus on any roll before you roll it, or you can use a Fate point to add a +5 after you roll it. This reflects the character's ability to use strength and courage to overcome a dramatic situation.

Surpassing Limits

You can use a Fate Point to overcome personal limitations or act against your nature. For example, a berserker blinded by rage can spend a Fate Point to regain control. A mage who has depleted their reserve of magic can spend a Fate Point to use their own life as fuel. Each rule in this game that incorporates Fate Points will explain the specifics.