Difference between revisions of "Fate"

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'''Fate''' is the force that guides all life, whether it's 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 role-playing games, are a question of 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 allow any one of the following:
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Characters begin the game with 3 Fate Points, and may never have more than 5 Fate Points at any time.
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You can use a Fate Point to allow any one of the following:
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====Re-rolls====
 
====Re-rolls====
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 (Fate has saved your neck, so to speak, by a hair's width).
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You can use a Fate Point to re-roll a failed 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), or force another character or enemy to re-roll the dice (Fate has saved your neck, so to speak, by a hair's width).
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====Bonuses====
 
====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 his strength and courage to overcome a dramatic situation.
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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.
====Health Points as Mana====
 
Magic-users may call upon their Fate when Mana is spent, for spending a point of Fate allows the spellcaster to use her body as fuel, exchanging 5 [[Health Points]] where 1 MP would be due (this is described further on in the chapter on Magic).
 
  
You may never have more than 5 points of Fate at any time.
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====Health Points into Magic Points====
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Magic-users may call upon their Fate when MP are spent. Spending a Fate Point allows the spellcaster to use her body as fuel, exchanging 5 [[Health Points]] where 1 MP would be due (this is described further on in the chapter on Magic).

Revision as of 15:31, 6 October 2018

Fate is the force that guides all life, whether it's 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 role-playing games, are a question of Fate.

Characters begin the game with 3 Fate Points, and may never have more than 5 Fate Points at any time.

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

Re-rolls

You can use a Fate Point to re-roll a failed 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), or force another character or enemy to re-roll the dice (Fate has saved your neck, so to speak, by a hair's width).

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.

Health Points into Magic Points

Magic-users may call upon their Fate when MP are spent. Spending a Fate Point allows the spellcaster to use her body as fuel, exchanging 5 Health Points where 1 MP would be due (this is described further on in the chapter on Magic).