Fate Points & Feats

This page written with help from Karnov & Dewayne Agin.

Concerning Fate Points:
A Fate Point is something awarded to a character for especially good roleplaying. Fate Points are given sparingly, and should be used sparingly. They are used as a last resort, and considered a 'stroke of luck' saving throw.
Consider this scenario: The Barbarian is ranging a little ahead of the other players. He opens a door, and steps in. Hidden behind furniture were three Orcs, who jump out and attack. The Barbarian thinks 'No problem; I can hold these greenskins off until the rest of the party arrives next turn. I'm wearing plate mail, have a shield and a helmet. I will be OK". The Orcs attack, and roll 8 skulls (or 7, or 6 - however many body points the Barbarian has). The Barbarian rolls his defend dice - not a single shield. The Hero is out of Healing Potions and his companions are too far away to help. He is about to die because of some freakish dice rolls. He happens to have some Fate Points left, and uses them to save himself.

I have played where Fate Points are used in different ways:
A). Each Fate Point used allows the player to reroll a die. In the scenario above, the Barbarian might have 3 Fate Points. He uses two of these to reroll two dice, and successfully rolls a shield. He is saved. If a player fails in the dice reroll, but still has Fate Points left, he is not allowed to use them a second time. This brings in a decision for the player - do I use all my points and then continue on with none, or do I use only some of them and hope for the best, thereby giving me some to use later.
B). Use of a Fate Point automatically nulls the situation. The use of the points is attributed to a stroke of luck - just as the Orcs swing their swords, the Barbarian slips and falls to one knee. What would have been killing blows whistle harmlessly over his head. Some GameMasters require the Hero to use different amounts of Fate Points for different outcomes - for instance if the Barbarian had 3 Fate Points, using 1 might cause 1 Orc to miss, 2 would cause 2 Orcs to miss, and using 3 Fate Points would cause all 3 Orcs to miss. The use in these cases is not a set thing - the GameMaster must decide what outcomes happen for different use of Fate Points.

Often times the GameMaster tries to come up with new and inventive explanations for the 'stroke of luck'. Next time a Hero uses a Fate Point, the GameMaster would have to come up with a different explanation besides slipping and falling - that has already been used. An alternate rule is that the player has to come up with his own different explanation. If he can't come up with a new 'stroke of luck', he can't use the Fate Point. Often these explanations get wilder and stranger as the quest continues.

Awarding Fate Points: Fate Points are not awarded lightly. They are given to players who help the GameMaster out. If a player can tell that the GameMaster is trying to get the players to do a certain action, and so suggests to the other players that they do it, that player might get a Fate Point at the end of the session. They are often awarded for doing something extra - maybe the players don't want to do what the GameMaster is trying to get them to accomplish, and one of the players makes an impassioned speech persuading the players to do the task. He would then get a Fate Point. Sometimes a Fate Point might be awarded when a player comes up with some new and inventive solution to a problem. Since this increases the enjoyment of the game for all the players, the Game Master might give him a Point. Some GameMasters also give out Fate Points to players who help in the mundane duties of playing a game - typing sheets, doing research, calling the players to let them know something, providing refreshments, or hosting the group. This is an incentive to help out the poor GameMaster, upon whose shoulders a lot of the work usually falls. Occasionally I have seen GameMasters give Fate Points to characters especially poor in the Stats department. These points are meant to help the player get some experience and not just be chopped meat at the first monster encounter. Awarding a Fate Point is totally up to the discretion of the GameMaster. There are no set rules, at least not the way we played.
Another use might be to award Fate Points to a new Hero who joins an experienced group of Heroes. The experienced group has lots of equipment and artifacts, the newbie has none. Fate Points might allow him to get some gold to buy what he needs and time to find artifacts.

This directly quoted from Karnov's page:

Subject 2: New Hero Action: Feats *(1)

This rule is a brainstorm of mine I created on night while thumbing through the DragonStrike rules.  This rule really makes characters different. This rule really gives you a feeling of having a buff character or a skinny litle acrobatic character.

To cut down on rules about how to do things like jump traps, disarm traps, pick locks, and knocking over monsters and such, I have incorperated the action of feats from the TSR game "Dragonstrike". Feats are a new type of character action, and are rolled for on a hero's tun unless otherwise told differently. There are two types of feats: Feat of Dexterity, and Feat of Strength.

For a feat to work, it has to be succesful. to find this out you have to roll a 20 sided die or 1d20  (these can be purchased at a hobby store for about 80 cents). If the number you rolled on the die is les than or equal to your character's feat of strength or dextarity number, depending on the type of action, you succeeded.

Here are some limits to what a feat  can do:

Common Feats of Strength

Common Feats of Dexterity


Footnotes:
(1) This part is quoted from the "Dragon Strike Rule book written by TSR. The actual text of it was edited a little to fit with HeroQuest.
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