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. | |
− | + | ||
− | + | 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. |
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.