Fate Points

Optional Rule that may or not make it into the game

Fate Points

Fate Points are a narrative device enabling the players to bring creative input to bear in the game, beyond merely describing their own actions and throwing the dice. With Fate Points, you, the player, can alter the game world in some way so as to benefit your character. Fate points are intended to offer you the chance to add to the story of your character, adapting the events around him or the circumstances that befall him so as to improve the game and give it an Epic feel. At the start of your career, you have 2 Fate Points, or FPs. These Fate Points are extremely precious, since they can save your life. You can achieve this by opting to be ‘left for dead’ rather than killed outright. They have three other uses as well; but saving your life is definitely the most crucial one, so it is recommended that you always keep one or two FPs reserved for that purpose alone. Of course, the angle might be perfect for a Mighty Blow (see below) instead, even if that leaves you desperately short of FPs but that is a decision for you to take.

Using Fate Points
There are four standard uses for Fate Points: Left For Dead, Mighty Blow, Repentance and Destiny. Your Games Master may allow other uses, so check with him before play.

Left For Dead: A Character may spend 1 FP to avoid being killed outright. They are instead ‘left for dead.’ A character who is left for dead appears dead to a casual examination, though he still has a chance of recovering, particularly if attended quickly by a character with the Heal skill (see pg. 90). If he is healed of at least 1 point of damage within one hour of being left for dead, either with the Heal skill or by some sorcerous or other means, he is considered to be stable and at -9 hit points. If he is not healed, he must make a Fortitude saving throw (DC 20) after one hour. If successful, he stabilizes himself and is at -9 hit points. If he fails, he is finally and irrevocably dead, whether or not he has any FPs left.

Mighty Blow: Rather than rolling the damage dice on any successful hit or damaging magical attack of some kind, you can elect to declare a Mighty Blow, at the cost of 1 FP. A Mighty Blow always deals the maximum possible damage. This includes any bonus damage, such as that rolled for sneak attacks. A primitive or standard quality melee weapon always shatters irreparably when used to deliver a Mighty Blow.

Repentance: You spend one or more Fate Points to leave behind your old, evil life and make an effort to start afresh. Each FP spent in this way removes one point of Corruption.

Destiny: You can at any time spend one or more Fate Points, with the agreement of the Games Master, to alter the world in some minor way. Essentially, this allows you the player to have some input into the story, over and above the actions of your character. This change must be one that is plausible, minor and not overwhelmingly beneficial to the player characters. It may well assist them to accomplish their goals but they must still accomplish those goals by their own strength and wits, not simply by spending Fate Points!
For example, a character captured by the law and imprisoned might spend a Fate Point to have a chance at escape, such as a comrade or slave-girl smuggling him in a dagger, or a guard becoming drunk on duty, or the discovery of a loose chunk of granite with which to smash open his ankle chain. He may not, however, have his escape handed to him on a plate, such as by a sorcerer magically putting all the guards to sleep and bursting his door open.

Another option for this use of a Fate Point is to alter your own character in some minor way, by revealing a new facet of his past. This might include knowing a language that he did not know before, which proves useful in his current situation, or having a contact in the area from his previous dealings in the region. One good use of Destiny is when the players are at a dead end in an adventure. Perhaps they have missed some crucial clue, or failed to puzzle out where to go next. A single Fate Point in this case is usually enough for the Games Master to offer some kind of in-game hint. Preferably, this will not be so blatant as
to have a friendly non-player character tell them the answer outright. For example, a lotus-dream could reveal a vision of the past history of the creatures and places crucial to the plot; or an ancient scroll could be uncovered that, with a Decipher Script check and a bit of logic, could provide a hint as to where to look next. The Games Master will be more likely to accept proposed uses of Destiny which could plausibly relate to a character’s own future destiny, as reflected by his goals.

Gaining More Fate Points
When you spend a Fate Point, it is gone forever. It does not recover with time, nor do you automatically gain new FPs as you advance in level. Each time your character accomplishes a major goal, either personally or as part of an adventuring party, he gains 1 FP always at the discretion of the Games Master. Usually this will occur only at the successful conclusion of an adventure. An entirely unsuccessful adventure will tend to mean that you
do not gain any FPs as a result.

Fate Points

The Blade of the Raven Queen Vargkrigare