Getting
Fate Chips: each Player
begins the session with 3 Fate Chips. He
will gain more through the course of the game session. Generally speaking, each significant combat
or role-playing encounter that involves some risk, or advances the action, goal
or mission will result in either 1 or 2 Fate Chips being awarded to each player
who participated. The GM can award more
for significant actions to specific players.
At most 1 encounter per session can be designated a “key encounter” or
“super dangerous monkey-slap encounter” and be worth 3 chips.
Spending
Fate Chips: a player
may spend Fate Chips during the game to help any character or henchman under
his control. Chips may be spent to do
the following actions:
- Re-roll a die: 1 chip allows any result to be
re-rolled, but only 1 chip per roll may be spent. The re-roll can never be worse than the
original roll.
- Heal: immediately heal 1d4 hit points of
damage suffered
- Maximum Damage: score maximum damage on a single
die rolled for damage (so you can max out a great axe shot d10, but not a
6d6 fireball).
- Put the Hoo-Doo: cause an enemy to suffer –4 on a
saving throw. This use may be
vetoes by the GM at his whim.
- Death to Wound: it is assumed that whenever a
character reaches –1 hit points, he is dead. If you spend a chip, you can transfer
that into a lethal wound, reset to -1 hit points, that bleeds 1 hit point
per round until treated. Character dies if he reaches -10 hit points or
spends a second chip to stabilize the wound (or heals it to 1 hp or better).
- Change the World: allows the player’s character to
find a piece of needed mundane equipment, or to turn a non-hostile npc
into an old friend met by chance, or similar minor effect.
Cashing In Fate Chips: when the session is over, each player
must cash in his Fate Chips. Each chip
left over is worth 100 experience points (if characters are levels 1-3). 200
experience points (if characters are levels 4-6), or 300 experience points (if
characters are levels 7-9) or 500xp (if the characters are levels 10+). The main character under the player’s control gets
the full value of the chips he holds at the end, but henchmen get ½ that value.
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