Luck and fate
Luck and fate
Luck points & fate points: These can be spent for effects detailed below. Points can only be spent once per round, and only one luck point can be spent at a time. Every character starts with 2 + Charisma mod fate points, and an equal amount of luck points. One fate point and 1d4 luck points are gained each level. Also, when another character (or henchman) gains a level, roll 1d4 – level difference (+2 if your character or henchman): if the results is more than your current fate points, gain one fate point. When drawing chits, (chit value – 2) luck points are gained. Luck points can never exceed fate points – extra points are lost immediately for no effect.
Luck and fate with Crits & Fumbles: On a forced crit re-roll, only a complete miss will cancel the crit. On a fumble re-roll, only a hit will cancel the fumble.
“Late” declaration of luck and fate use: cost is increased by 1. “Late” is when ANY other die has been rolled. For example re-rolling a crit after the following to hit roll, or re-rolling a hit after damage has been rolled.
Fortune’s Favor (1): Add 1d8 after a d20 roll, unknown result. (attack, proficiency, save)
Fortune’s Fool (1): Re-roll. (attack, save, attack against PC)
Mighty Blow (1*): Do not roll to hit – automatic natural 20. 6+ save or weapon destroyed.
Providence Smiles (1*) Describe a small plot break you gain. May be overruled.
Sound The Charge (1): Double your movement rate for a round.
I Just Made It (2): Do not roll a save – you made it.
You Missed Me (2): Change a hit to a miss.
Down But Not Out (3**): change mortal wounds result of “You die” to healed to 1 hp, or roll on mortal wounds table without aid.
- Once per session. ** Once per level.