Difference between revisions of "Fate"
m |
|||
Line 5: | Line 5: | ||
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). | 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). | ||
====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. This reflects the character's ability to use their strength and courage to overcome a dramatic situation. | + | 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. You can use a Fate point to add a +5 ''after'' you roll it. This reflects the character's ability to use their strength and courage to overcome a dramatic situation. |
====Health Points as Mana==== | ====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 his body as fuel, exchanging 5 [[Health Points]] where 1 mana would be due (this is described further on in the chapter on Magic). | Magic-users may call upon their Fate when Mana is spent, for spending a point of Fate allows the spellcaster to use his body as fuel, exchanging 5 [[Health Points]] where 1 mana would be due (this is described further on in the chapter on Magic). |
Revision as of 00:05, 10 January 2011
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.
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).
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. You can use a Fate point to add a +5 after you roll it. This reflects the character's ability to use their 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 his body as fuel, exchanging 5 Health Points where 1 mana 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.