Fate Points

If fate is against us, too bad for it. (motto of the 1st “Tuscania” Carabinieri Parachute Regiment)

Each character has a number of Fate Points equal to (20 - Level)/5, rounded down, with a minimum of 1. Fate Points reset and are counted per game session. You recover one Fate Point each time you roll at least three 1s in a check.

Using a Fate Point doesn’ **t cost an Action, and Fate Points can be used to:

  • [•] or more, add 1d6 to a Saving Throw, Attack Roll, Skill Check, and Magic Check. To be declared before rolling the dice. The added die can explode according to the Golden Rules
  • [••] reroll 1d6 in the above checks
  • [•] negate a Critical Weapon Hit suffered
  • [••] reroll a check, accepting only the new result obtained
  • [•] you can improve a failed check by one degree (Critical Failure -> Failure)
  • [•] you can make a target reroll a Saving Throw
  • [•s] using all available Fate Points, you can return to 0 Hit Points.
  • [•] or more, decrease by 3 the damage taken from an attack. 1 Fate Point.

Optional - Chaos Points

A system to add tension is to manage a set of Fate Points shared between characters and opponents instead of those of the individual player.

Place a container, a small bowl, in the center of the table with a number of d6 equal to the number of characters. Each player is free to take one die at a time and use it as if they were Fate Points.

The dice used by the players are then moved to another container that the Game Master, always at most one at a time per opponent, will use to their benefit. Once the Game Master has used the die, they put it back in the players’ ** container.