Fate Chips

This is the basic concept of Fate Chips used in other games. It is a tool to reward good role-playing, and inventive ideas on the part of the players. It is also used to further the distance between the heroic’s of PCs, and the actions of NPCs. Here are the current rules governing their use.

Issue of Fate Chips:
  1. One white Fate Chip will be given to each player at the start of every session.
  2. One white Fate Chip will be handed out to a player, at the GMs discretion, as a performance or role-playing reward.
  3. Fate Chips are not lost at the end of the session. They may be hoarded, and are only lost when used.
Use of white Fate Chips:
  1. Reroll the result of any dice roll. A roll is comprised of all of the dice that create a single result. Examples: an attack roll is the d20 roll; a damage roll is all of the dice that were rolled to create the final number.
  2. Gain the benefits of an action point without actually using one.
  3. Act as a Healing Surge. This chip merely replaces the Healing Surge requirement; it is not the free usage of a healing surge. In other words, it still requires some action to activate it (Second Wind, Majestic Word, etc.); they may also be used to satisfy a magic items need for a healing surge to activate (Belt of Sacrifice, Bracer’s of Rejuvenation, etc.)
  4. Five white Fate Chips may be changed in for a blue Fate Chip.
Use of blue Fate Chips:
  1. Reroll the result of any d20 dice roll with a +10 bonus to the result.
  2. Max out a damage roll.
  3. After your turn in a round; take a second full set of actions.
  4. As an interrupt action; heal a number of points equal to your healing surge value.

Fate Chips

Through the Prophet's Eye OldRegret