House rules

Second wind

Taking a second wind provides two extra benefits.

  • One encounter power that you used this encounter becomes available again. If you are a psionic class, you gain 2 PP instead.
  • You may use a second action point this encounter, if you have one. The limit of one per round still applies.

Traits and fate points

Every character and most scenes have traits. PCs will have five (give or take) while NPCs and scenes will generally only have one or two.
Each PC starts with one fate point for each trait they have. Fate points can be earned whenever one of your traits is tagged to complicate your life. You can not have more than your starting number of fate points, and fate points are NOT refreshed during an extended rest. A trait can be tagged either by the DM suggesting a complication and the player accepting, or the player voluntarily letting their traits get them into trouble and the DM agreeing that’s worth a fate point. If you think that, in retrospect, acting on one of your traits complicated your life and you didn’t get a fate point, you can ask.

Fate points can be spent to invoke your own traits, or to tag the trait of an NPC or a scene.

Invoking a trait

If you are performing a task that relates to one of your traits, you can invoke that trait for a benefit after making any necessary roll or check. Some leeway will be given, but you should relate your traits to your actions as you declare them, not after you’ve seen you failed. In other words, if it’s important for an action to succeed, make sure it involves your traits!
You can invoke any number of traits on the same action, all at once or sequentially, but each costs another fate point, and each trait can only be invoked once.

You can invoke one of your own traits to:

  • Gain a +2 to a roll you just made
  • Reroll a roll you just made
  • Manipulate the setting to relate to your traits (e.g. declare that you recognize a new NPC as being from your old university, or invoking your ‘pockets full of random useful stuff’ trait to produce a needed tool

Tagging a trait

For the most part, you have to guess what traits an NPC or scene has, but I’m not going to try to trick you. If you try to tag a trait the NPC or scene doesn’t have, you still lose the fate point, but you can try something else instead if you want. Guessing wrong doesn’t cost an action or any other resource besides the lost fate point.

You can tag the trait of another NPC or scene to:

  • Gain the same die roll benefit as invoking one of your own traits (If you can come up with a very good reason why YOUR action relates to THEIR trait. This will come up more often with scene traits)
  • Compel an NPC to behave according to his trait. (Such as compelling a ‘greedy’ guard to accept a bribe)
  • Cause something to happen based on a trait. (e.g. causing a rickety bridge to collapse suddenly)

House rules

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