Fate Points
Fate Points are awarded by the GM to the player for good roleplaying or other constructive contributions to the game. They can be used to help the character along.Using Fate Points
Fate Points can be used in three basic ways:- By spending one point, the player can increase the character's total on a single roll by one. This point may be spent after the dice are rolled. Note that this advantage would only apply to one round of a contest.
- By spending one point, the player may reduce the effect total of a successful opponent by three points, or increase his by the same amount.
- By spending two points, the player may roll an additional die and take the best result. This point must be spent before the dice are rolled.
Awarding Fate Points
Fate Points should be awarded for good roleplaying, and generally helping the atmosphere of the game. They could be awarded to a player who roleplays an impassioned speech (in addition to the bonus on the relevant die rolls), or to one who produces useful background material between sessions. GMs should be particularly generous in rewarding good roleplaying of incompetent and stupid characters. They will not get good abilities, but if they are well-roleplayed the Fate Points will allow them to breeze through difficulties, and thus make them viable characters.The number of Fate Points awarded will depend on the GM's style. A realistic campaign should have few, while a more cinematic one should have lots. It will also depend on how many die rolls the GM tends to call for in a session. If the dice get rolled once a night, ten points per session is a lot. If they are rolled over a hundred times, the same award is quite small. When setting your levels, bear in mind that spending six points on an action will usually be enough to guarantee success.