Difference between revisions 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 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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|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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===Re-rolls===
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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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===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. This reflects the character's ability to use their strength and courage to overcome a dramatic situation.
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===Health Points as Mana===
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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).
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You may never have more than 5 points of Fate at any time.
 
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[[Category:Supernatural Trumps]]
 
[[Category:Supernatural Trumps]]

Revision as of 20:22, 11 November 2007

Expoint Cost: 1

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. 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.