The Cursed Planet Malice V
Player Characters begin each gaming session with a number of Fate Points equal to his Fate Characteristic. Fate Points are what separates Acolytes from the ordinary people of the Imperium. PCs have destinies and the Emperor has marked them for greater things. While their ultimate fate is a mystery, with no guarantees that it will be glorious, enriching or pleasant, they are a cut above the rest.
Fate Points allow you to turn luck to your advantage, hitting with that bolter shot when you would have otherwise missed, or cracking the security code on a door just in time to make a hasty escape. Using these twists of fate, you can take a few more risks, which makes the game faster and far more exciting than would otherwise be the case. That said, you have a limited pool of Fate Points and whenever you spend a Fate Point, you reduce your pool by one, so choose wisely. Fate Points are restored at the start of the next gaming session.
A character may normally only spend one Fate Point per Round for one of the following effects, although some abilities may allow them to spend more than one under certain circumstances. By spending a Fate Point, a character may:
- Gain a bonus of +1k1 to a Skill, Characteristic, or Psychic Power roll (the Fate Point expenditure must be declared prior to the roll being made). Damage Rolls may not be enhanced in this manner.
- Temporarily increase his rank in a Skill from 0 to 1, avoiding Unskilled Roll penalties.
- Reduce the amount of Wounds suffered from one source of damage by 10 (this must be done immediately after the damage total is announced).
- Increase his Armor TN by 10 for one round. This is done at the beginning of the combat Round.
- Exchange his Initiative Score with one willing target for the remainder of the current skirmish. This is done at the beginning of the combat Round. Only one of the two characters needs to spend a Fate for this effect to take place.
- Increase his Initiative Score by 10 for the duration of the current skirmish. This is done at the beginning of the combat Round.
- Also, Fate Points may be spent to activate certain Class abilities – this does not count against the once per Round restriction.
Sometimes a re-roll or an extra degree of success is not going to be enough to save a character’s life. In these instances, the character may choose to burn a Fate Point and permanently reduce their Fate Characteristic by 1. The result is that the character survives whatever it was that would have killed him, but only just. So for example, if the character was shot with a lascannon and suffered a Critical Hit that would have killed him, instead he will only be horribly wounded, hideously burnt and rendered unconscious. In more extreme circumstances, such as being trapped on a space ship during a warp drive implosion, it is up to the player and the GM to work out just how the character makes his escape. Note that you may burn a Fate Point even if you have already used all of your Fate Points for that gaming session.