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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− | + | 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 | + | 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 | + | 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. |
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− | + | ====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). |
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).