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<blockquote data-quote="Water Bob" data-source="post: 6603889" data-attributes="member: 92305"><p><strong>-- FATE: The Will of the Gods --</strong></p><p></p><p></p><p></p><p></p><p></p><p></p><p>A new use for Fate Points. When a Fate Point is spent, The Will of the Gods is called upon and the character is imbued with the strength and willpower to go the distance, take the punishment that life can give out, and persevere against damage that normally might kill him.</p><p></p><p></p><p>Mechanically, the character is granted temporary hit points equal to: <strong>Hit Die + Constitution Bonus</strong>.</p><p></p><p></p><p>If the character has the <strong>Toughness</strong> Feat, then the character also gains an additional +1 hit point.</p><p></p><p></p><p>The points are considered Temporary Hit Points, subject to the rule on page 192 of the 2E Core Rulebook.</p><p></p><p></p><p>The character can spend the Fate point to invoke The Will of the Gods as a preventative measure, if desired, adding the temporary hit points to his current total, even going above his normal maximum HP total. </p><p></p><p></p><p>The effect will last through the combat situation. As the combat comes to a close, the character's adrenaline and sharp combat awareness drops back to normal, and the temporary hit points gained are lost.</p><p></p><p></p><p>The character can also use The Will of the Gods to save his life, spending the Fate point after taking damage that drops him to 0 or negative hit points. The Fate point can only be spent on the character's turn, so if a character suffers damage that knocks him to, say, -3 HP, the character does indeed go down, knocked prone. When the character's turn next comes up (usually, but not always, immediately after taking the damage) in initiative order, the Fate point can be spent and the point applied. Note that this will not always keep the character from dying. For example, if a character is damaged to -6 HP, and The Will of the Gods is invoked, the character rolls his Hit Die, adds his CON modifier (and another +1 if he has the Toughness Feat), getting a total of 4. This means that the character is still dying at -2 HP. If the fates are really with the character, the player will roll high enough to return the character to 1 HP or higher.</p><p></p><p></p><p>Multi-classed characters can use their largest Hit Die when rolling for The Will of the Gods.</p><p></p><p></p><p>Characters who take damage so that their hit point total reach the negatives and then are returned to 1 HP or greater begin the combat round prone (and possibly with previous weapons dropped). Consider that the character got the wind knocked out of him.</p><p></p><p></p><p>The Will of the Gods can be combined with other temporary hit points, such as that gained from the Barbarian's <strong>Crimson Mist</strong> ability or the <strong>Fighting Madness</strong> Feat.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>Alternative:</strong> Should you think the rule a tad liberal, consider allowing the use of The Will of the Gods only when a character has 1 HP or greater. This way, a player must try to anticipate needing the temporary hit points, and the use of the Fate Point will not save the character who has been downed, dying in the negative hit point range.</p><p></p><p></p><p></p><p></p><p><strong>2nd Alternative:</strong> Since we are dealing with Fate points, a scarce character resource that is meant to represent luck, fortuitous circumstance, and the gods smiling down on the character, consider using the rule as outlined originally but allow the character to spend the Fate point as soon as damage is incurred. This immediate use of a Fate Point is not unlike the detail of the Parry or Dodge use described on page 75 of the 2E Core Rulebook. In this instance, using the Fate point as damage is taken will result as if the character had the hit points before damage was taken. Which means: if the character remains at 1 HP or greater, he does not go down and start the round prone. The damage is taken. The Fate Point is spent. Temporary Hit Points are rolled and then applied to the character, and the combat round goes on.</p><p></p><p></p><p>I use this 2nd alternative in my game. I enjoy Fate points being powerful, but I'm also very stingy in awarding them in a game. My players earn their Fate points. I don't give them away cheaply.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6603889, member: 92305"] [b]-- FATE: The Will of the Gods --[/b] A new use for Fate Points. When a Fate Point is spent, The Will of the Gods is called upon and the character is imbued with the strength and willpower to go the distance, take the punishment that life can give out, and persevere against damage that normally might kill him. Mechanically, the character is granted temporary hit points equal to: [b]Hit Die + Constitution Bonus[/b]. If the character has the [b]Toughness[/b] Feat, then the character also gains an additional +1 hit point. The points are considered Temporary Hit Points, subject to the rule on page 192 of the 2E Core Rulebook. The character can spend the Fate point to invoke The Will of the Gods as a preventative measure, if desired, adding the temporary hit points to his current total, even going above his normal maximum HP total. The effect will last through the combat situation. As the combat comes to a close, the character's adrenaline and sharp combat awareness drops back to normal, and the temporary hit points gained are lost. The character can also use The Will of the Gods to save his life, spending the Fate point after taking damage that drops him to 0 or negative hit points. The Fate point can only be spent on the character's turn, so if a character suffers damage that knocks him to, say, -3 HP, the character does indeed go down, knocked prone. When the character's turn next comes up (usually, but not always, immediately after taking the damage) in initiative order, the Fate point can be spent and the point applied. Note that this will not always keep the character from dying. For example, if a character is damaged to -6 HP, and The Will of the Gods is invoked, the character rolls his Hit Die, adds his CON modifier (and another +1 if he has the Toughness Feat), getting a total of 4. This means that the character is still dying at -2 HP. If the fates are really with the character, the player will roll high enough to return the character to 1 HP or higher. Multi-classed characters can use their largest Hit Die when rolling for The Will of the Gods. Characters who take damage so that their hit point total reach the negatives and then are returned to 1 HP or greater begin the combat round prone (and possibly with previous weapons dropped). Consider that the character got the wind knocked out of him. The Will of the Gods can be combined with other temporary hit points, such as that gained from the Barbarian's [b]Crimson Mist[/b] ability or the [b]Fighting Madness[/b] Feat. [b]Alternative:[/b] Should you think the rule a tad liberal, consider allowing the use of The Will of the Gods only when a character has 1 HP or greater. This way, a player must try to anticipate needing the temporary hit points, and the use of the Fate Point will not save the character who has been downed, dying in the negative hit point range. [b]2nd Alternative:[/b] Since we are dealing with Fate points, a scarce character resource that is meant to represent luck, fortuitous circumstance, and the gods smiling down on the character, consider using the rule as outlined originally but allow the character to spend the Fate point as soon as damage is incurred. This immediate use of a Fate Point is not unlike the detail of the Parry or Dodge use described on page 75 of the 2E Core Rulebook. In this instance, using the Fate point as damage is taken will result as if the character had the hit points before damage was taken. Which means: if the character remains at 1 HP or greater, he does not go down and start the round prone. The damage is taken. The Fate Point is spent. Temporary Hit Points are rolled and then applied to the character, and the combat round goes on. I use this 2nd alternative in my game. I enjoy Fate points being powerful, but I'm also very stingy in awarding them in a game. My players earn their Fate points. I don't give them away cheaply. [/QUOTE]
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