fate_chips
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— | fate_chips [2018/11/27 19:28] (current) – created dave | ||
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+ | =====FATE CHIPS===== | ||
+ | |||
+ | **Getting Fate Chips**: each Player begins the session with 3 Fate Chips. | ||
+ | The Fate Chips take the place of Monster Experience Points (but not Treasure Experience Points). | ||
+ | |||
+ | **Spending Fate Chips:** a player may spend Fate Chips during the game to help any character or henchman under his control. | ||
+ | * **RE-ROLL**: | ||
+ | * **HEAL**: immediately heal 1d4 hit points of damage suffered | ||
+ | * **MAX DAMAGE**: score maximum damage on a single die rolled for damage (so you can max out a great axe shot d8, but not a 6d6 fireball). | ||
+ | * **DEATH TO WOUND**: if a character has been brought to 0 hit points by damage, or killed by poison, or turned to stone etc., he can spend 1 chip to re-roll the saving throw of course. | ||
+ | * **NO SUCKING**: if a character has failed his Touch save vs. a level drain, and then failed a re-roll from spending a fate chip, he can cash in all his chips (if he has at least 1) to make a third saving throw to avoid level loss. | ||
+ | * **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. | ||
+ | |||
+ | **DM FATE CHIPS**: | ||
fate_chips.txt · Last modified: 2018/11/27 19:28 by dave