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fate:fate_points [2013/08/27 21:23]
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-====== Fate Points ====== 
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-Every player begins the first session of the game with a refresh number set by the level of the [[character|game]]. Refresh is used to purchase [[stunts]] which allow a character different abilities in the game. As a [[character]] reaches [[milestones]] they may gain additional refresh. The total number of refresh minus what is spent for stunts represents your starting Fate Point (FP) total. **A character may never have less than 1 refresh or they become an NPC.** 
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-===== Using Fate Points ===== 
-Characters may, at any point, spend a fate point to gain a bonus, invoke an aspect, tag an aspect, make a declaration,​ or fuel a stunt (see below). The use of the word player or you represents not only players but the Story Teller as well. 
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-==== Die Rolls ==== 
-After the dice are rolled and the results are known a player can use Fate Points for the following bonuses: 
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-  * Gain +1 with any roll 
-  * Spend 2 FP to add a +1 to another player'​s roll provided you can narrate how you are helping. 
-  * Tag an aspect or consequence for a +2 to any roll. Tagging requires the player to explain how the aspect or consequence helps their roll. 
-  * Re-roll the dice 
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-==== Counter Fate Points ==== 
-When a player attempts to spend a Fate Point you can use your own Fate Points to counter them. The original player is then free to bid up the process if they desire. Multiple players are allowed to bid Fate Points in this manner - either adding the player'​s pile or counter pile. When all bidding has stopped if the counter pile is equal to or larger than the player'​s pile then the original player has been countered. Using this method the players may band together to stop the Story Teller from spending Fate Points. 
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-==== Make a Declaration ==== 
-A player may spend a Fate Point to take "​narrative control of the situation."​ This allows a player to just happen to have the proper tool, show up just at the right time, or know just the right person. The Story Teller has veto control over any declaration. //As an example you are not likely to make the declaration that "​Captain Harris spontaneously bursts into flames",​ but you are more likely to get "A runner arrives requesting Captain Harris join his superior at the south gate."//​ 
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-As a general rule, you’ll get a lot more leniency from the GM if you make a declaration that is in keeping with one or more of your aspects. For example, the Story Teller will usually balk at letting a character spend a fate point to have a weapon after he’s been searched. However, if you can point to your "​Always Armed" aspect, or describe how your “Distracting Beauty” aspect kept the guard’s attention on inappropriate areas, the Story Teller is likely to give you more leeway. In a way, this is much like invoking an aspect, but without a die roll. 
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-==== Compel an Aspect ==== 
-A player may compel (to use in a negative manner) another character'​s aspect. When a player does that they can take minor narrative control of the compelled situation, but they do not have full and direct control. //As an example you could compel a character that has the aspect "No Man is Stronger than I" to challenge a man who is talking about his great exploits of strength and cunning, but you could not have him suddenly decide to break a spear just to show off his strength.// You **can never** compel a character to act against their nature. 
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-When you compel another character'​s aspect the character being compelled gains the Fate Point that you used. 
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-==== Power a Stunt ==== 
-Some [[stunts]] have particularly potent effects, and require spending a fate point when used. If a stunt requires a fate point to be spent, it will be made clear in the description. 
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-===== Gaining Fate Points ===== 
-Players usually regain fate points between sessions when a refresh occurs. If the Story Teller left things at a cliffhanger,​ the Story Teller is entitled to say that no refresh has occurred between sessions. By the same token, if the Story Teller feels that a substantial (i.e., dramatically appropriate) amount of downtime and rest occurs in play, the Story Teller may allow a refresh to occur mid-session. 
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-The amount of fate points a player gets at a refresh is called his refresh rate and it is usually equal to the number of aspects the player has. When a refresh occurs, players bring their number of fate points up to their refresh rate. If they have more, their total does not change. 
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-{{tag>​fate rules}}