Life Fate and Destiny

Life, Fate and Destiny

Wounds and Vitality


See the SRD on “Action Points”

Fate Points function exactly as Action Points as outlined in the SRD, except for the following variations:
  • Players have a maximum of 3 Fate Points
  • Players can not expend Action Points to emulate a feat
  • Action Points may not be spent to extend the critical range of weapons
  • A player may spend 1 Fate Point to activate a critical hit, a critical miss, or oppose the activation of either. (See Critical Hit/Miss Rules for more.)
  • Fate Points return at the end of every game. Fate Points that are awarded by the DM during game also come with an EXP reward of 25 x Avg. Party Level.


Destiny Points can perhaps be understood as super Fate Points. They are an expression of a Player and Character’s will to succeed against all odds. It is Aurthur removing Excalibur from the stone, it is Neo stopping bullets, it is Beowulf ripping off Grendel’s arm. Destiny Points maybe spent in a roleplaying or mechanical fashion (as outlined below).

  • Players receive 1 Destiny Point every 5 lvls, starting at lvl 1.
  • A Player may spend 1 Destiny Point to immediately take a 20 on any roll (save, to hit, resist, skill check, to hit etc. Note: In the case of attacking, the “20” does not count as a critical threat.)
  • 1 Destiny Point maybe spent to heal all wounds and vitality (in or outside of combat). This counts as a Standard Action.
  • 1 Destiny Point maybe spent to heal 1/2 the total wounds and 1/2 the vitality of another player. This counts as a Standard Action.
  • 1 Destiny Point maybe be spent inflict maximum damage on a single roll. All multipliers still apply. This does not apply to Critical Hits, instead, Players may adjust their d% roll by +/-10%. (See the Modified Critical Table.)
  • Awarded Destiny Points also come with an EXP reward of 100 x Avg. Party Level

Life Fate and Destiny

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