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 | + | |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. |
+ | ===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. | ||
}} | }} | ||
[[Category:Supernatural Trumps]] | [[Category:Supernatural Trumps]] |
Revision as of 20:22, 11 November 2007
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.