in: Category: Systems

Coins of Fate

At the start of each session, fate coins will be distributed in the following way:

Each person rolls a straight d20, on a 1 to 9 the coin is added to the DM's pile. On a 10-20, the dice is added to the player's pile. When a coin is used, it will be moved to the other pile. If both the DM and the player use a coin on the same contested D20 Test, the coins are removed from use for that session.

The players can use their coin in the following ways:

  • Players can add a d6 to any D20 test. This dice can only be added before the result of the roll is known.
  • Players can spend a coin to alter the effect of a spell or feature in a way it was not originally intended. After the player explains what they would like to do, the DM can say if it is possible and what alternatives are, if not. Additionally, the DM can say that it'll require more coins. Often this takes the form of a devil's bargain.
  • Players can spend a coin to take an action that would fit in a narrative way for the character, but which wouldn't normally be possible according to the rules. For example, a character who is reduced to 0 hit points may spend a coin to use their reaction to make one last attack roll or run away up to their speed, while they are struck down.

The DM can use their coin in the following ways:

  • The DM adds 1d6 to any ability check made by a creature. This dice must be added before the roll is made.
  • The DM adds 1d6 to any damage roll made by a creature. This coin must be spent before the DM knows whether it will deal damage or not.
  • The DM spends a coin to change a situation to be more interesting. Usually this shows itself in the form of an additional complication, but it can also be used for a beneficial effect.
  • A powerful creature under the DM's control can have abilities that it can only use by spending a fate coin. Many of these creatures also get abilities to move coins to the DM's pile if the players are hoarding them.

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