Fate Points
Overview
Heroes have powers beyond magic and brawn, they have fate on their side, a destiny larger than life. As characters grow into their fate, they receive Fate Points.Earning Points
Fate points are earned through Role Playing your character during sessions or via "Extra Credit" work outside of regular sessions.Role playing examples are:
Extra credit examples are:
Using Fate
You can use Fate Points once per round for a Fate Action.Fate Actions
Fate Re-roll
Cost: 1 Fate PointRe-roll, must take the new roll, you can also re-draw a crit card from your own crit attack, not done against you.
Fate Advantage
Cost: 2 Fate PointsGain advantage on the next roll.
Choose Your Fate
Cost: 2 Fate PointsAfter you roll a crit, spend the fate points and draw 4 crit cards instead of 1, you can only pick the effects from 1.
Manipulate Fate
Cost: 3 Fate PointsAfter the DM rolls to hit OR damage, spend the fate points to re-roll. Must take the subsequent roll.
Fate Loot
Cost: 5 Fate PointsPrior to opening a loot container, roll a d20, if the results is 10 or higher, one of the items in the container will have some sort of magical property (random), if the result is 9 or lower and a magical item is present, it loses its magical properties, if none is present, you might have a surprise.
Fate Survival
Cost: 10 Fate Points You can use a Fate Point to stabilize yourself while dying.
Fate Rewind
Cost: 20 Fate Points Rolls back time 5 seconds, does not stack, use wisely.Remove these ads. Join the Worldbuilders Guild
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