Not quite sure what happened to the original post, put this is the new version I'm working with. I'd be interested in feedback, specifically on the point costs relative to one another. Does anything seem too cheap or too expensive given its usefulness or potential for abuse?
Fate Points
• Gold Coin = 1 Fate Point
• Green Coin = 2 Fate Points
• Purple Coin = 3 Fate Points
Fate Point Benefits:
• +1 bonus to a d20 roll - 1 Fate Point
• +2 bonus to a d20 roll - 2 Fate Points
• +3 bonus to a d20 roll - 4 Fate Points
• +4 bonus to a d20 roll - 6 Fate Points
• Reroll a d20 roll - 8 Fate Points
• Exchange an action point card - 1 Fate Point
• Make a minor narrative declaration (approved by DM) - 4 Fate Points
• Make a major narrative declaration (approved by DM) - 10 Fate Points
• Perform a skill or power stunt - 2 Fate Points
• Recharge an encounter power - 10 Fate Points
• Recharge a daily power - 20 Fate Points
• Gain an extra action on your turn - 20 Fate Points
• Make a saving throw at any time as a non-action - 10 Fate Points
• Regain a healing surge - 10 Fate Points
• Avert death - 20 Fate Points
• Initiate a minor quest (approved by DM) - 4 Fate Points (cost can be split among players if appropriate)
• Initiate a major quest (approved by DM) - 10 Fate Points (cost can be split among players if appropriate)
• Heroes’ Rally (short rest in mid-combat) - 20 Fate Points per player (all PCs who are alive and present must participate, each participant must be within 5 squares of one another and each must spend a standard action on the same round)
• Avoid an Aspect compel - Same number of Fate Points offered by DM in the compel
Any Fate Point benefit with a cost greater than 1 Fate Point can be performed for HALF of the listed Fate Point price if the action being attempted is tied to the invoking of an Aspect. Invoking an Aspect in order to gain a Fate Point benefit for half cost is always subject to DM approval, and requires some degree of appropriate roleplaying, narration, or story-based rationale.