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 1 Fate Chip 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 2-3 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. Chips may be spent to do the following actions:
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 400 experience points (if characters are levels 7-9) or 800xp (if the characters are levels 10-15), or 1600xp (if characters are levels 16+). The main character under the player’s control gets the full value of the chips he holds at the end, but henchmen get an amount equal to having gotten half the number of chips for a character of his level.
DM FATE CHIPS: The DM gets 2 chips for each player sitting at the table that he can use for his NPC’s and monsters in the same way PC’s can use for themselves.