Fate Points

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Gold Coin = 1 Fate Point
Green Coin = 2 Fate Points
Purple Coin = 3 Fate Points

Fate Point Benefits:

+1 bonus to a d20 roll – 1 Fate Point
+2 bonus to a d20 roll – 2 Fate Points
+3 bonus to a d20 roll – 4 Fate Points
+4 bonus to a d20 roll – 6 Fate Points
Reroll a d20 roll – 8 Fate Points
Exchange an action point card – 1 Fate Point
Make a minor narrative declaration (approved by DM) – 4 Fate Points
Make a major narrative declaration (approved by DM) – 10 Fate Points
Perform a skill or power stunt – 2 Fate Points
Recharge an encounter power – 10 Fate Points
Recharge a daily power – 20 Fate Points
Gain an extra action on your turn – 20 Fate Points
Make a saving throw at any time as a non-action – 10 Fate Points
Regain a healing surge – 10 Fate Points
Avert death – 20 Fate Points
Initiate a minor quest (approved by DM) – 4 Fate Points (cost can be split among players if appropriate)
Initiate a major quest (approved by DM) – 10 Fate Points (cost can be split among players if appropriate)
Heroes’ Rally (short rest in mid-combat) – 20 Fate Points per player (all PCs who are alive and present must participate, each participant must be within 5 squares of one another and each must spend a standard action on the same round)
Avoid an Aspect compel – Same number of Fate Points offered by DM in the compel

Any Fate Point benefit with a cost greater than 1 Fate Point can be performed for HALF of the listed Fate Point price if the action being attempted is tied to the invoking of an Aspect. Invoking an Aspect in order to gain a Fate Point benefit for half cost is always subject to DM approval, and requires some degree of appropriate roleplaying, narration, or story-based rationale.

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Taken from Black Seas of Infinity Campaign Page.

Fate Points

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