Beyond the Borderlands
You can roll 3 sets of 6 and keep the set you like best.
That’s pretty much it; the rest is in the book.
Fate points represent how lucky or blessed by the gods a particular adventurer may or may not be.
All characters begin their life with a base number of Fate Points, this base is determined by rolling 1d4 at character creation. (Like Boromir, some of you may just be fated to die…) and may only have [level+3] Fate Points at any time. Fate Points allow a player to influence the game in predetermined ways. A character may only spend 1 Fate Point per round. Fate Points can be used several ways:
1 Fate Point may be spent, replacing any one d20 roll (terror checks, combat rolls, SEIGE check, etc). In effect, the Fate Point counts as a roll of natural ‘20’. Fate Points spent on a combat roll are considered critical hits, and maximum damage is dealt. The Fate Point must be declared prior to (and in place of) any roll. (this doesn’t make a hit roll a crit)
1 Fate Point may be spent per session, with the agreement of the Castle Keeper, to alter the world in some minor way, such as an imprisoned character spending a Fate Point to have a slave-girl be known to him and smuggle him in a dagger, or a guard becoming drunk on duty, or the discovery of a loose chunk of granite with which to smash open his ankle chain.
Normally a character is unconscious and grievously wounded at -1 to -9 hit points, and dead at -10 hit points or more. If a character in negative hit points
spends one Fate Point, he is ‘Left for Dead’. The character appears dead to casual observation, but is clinging to life. Spending that Fate Point immediately returns the character to 0 hit points, and regains consciousness in 1d6 hours.
In melee combat a character may expend a Fate Point to land a ‘Mighty Blow’. If the character succeeds in hitting his opponent, his blow does double maximum damage. Normal (non-mastercrafted or magical) weapons will break upon landing a ‘Mighty Blow’. If the attack misses, the Fate Point is still spent. The Mighty Blow and Fate Point must be declared prior to any roll.
As long as a character is above 0 hit points, each Fate Point spent allows him to recover 1d8 hit points. Hit points gained in this way cannot raise a character’s hit points above his normal (healthy) level.
- Re-roll a failed check of any kind
- Increase or decrease a damage die by one size (Player or DM damage)
- Negate a DM crit
Fate points may only target the rolls and dice of the player spending the fate point, or the DM. Meaning you can’t burn fate points to help out another player. This also means that when using fate points to affect the DM’s rolls the rolls in question must be targeting you.
Anyone who writes up a short (feel free to keep em short, characters WILL die) background on their character and posts it up here, who they are, where they come from, why they want to go wander around the wilderness etc… will get an additional 2 Fate Points on their first session. These do not raise the character max and will disappear at the end of the session.
In addition to this anyone who writes up an Adventure log, from their characters perspective and posts it up here will receive 1 additional Fate Point for their next session.
Lifted from ChicagoWiz
In this campaign, we will try out a three side system – Law, Neutral and Chaos. I\’m going to steal/paraphrase something from a few places online and use their explanation of it:
’’’Answer the quiz below to determine your alignment.‘’’
Ragnarok just started.
Aligned on one side are the mythical of Thor, Odin, and the Vikings (for mankind)
On the other side are Cthulhu and Shub-Niggurath (Lovecraftian horrors and all the dark dudes that will benefit).
Where does your PC stand?
A) I fight alongside Thor! (Lawful)
B) I fight alongside Cthulhu! (Chaotic)
C) Where do I stand? Are you crazy? I get the hell out of there and find a place to hide! (Neutral)
No other behaviour matters for alignment purposes. In short, Lawful and Chaotic are a decision (conscious or not) made by a character as to what side they are on in the grand cosmic throw-down.
Good and Evil usually indicate a temporary state of mind. Good and evil, for purposes of detection spells and such, measure “intentions”. A man with malice on his mind detects as evil, no matter how “good” his previous deeds. No one is bound to any particular code of conduct, unless they take such a code upon themselves.
99% of the time, you can call yourself Neutral and be OK with it. Alignment has only mattered to those who want to get involved in religious matters. Paladins are tied to their deities for conduct. Rangers are out for the benefit of Law, although they’re loners doing it.
Use the EV values from the PHB
A character can carry [STR]+CON modifier stone of gear. If either are Prime, add +2. If both are Prime, add +4. These bonuses do not accumulate.
Encumbered PC’s are 1/2 move, -2 on surprise rolls and all dex checks, attack rolls and Armor Class while trying to keep all that gear in line.