The Fate deck: Or, how I finally came up with an idea for all those left over magic cards.
The Fate deck is composed of Left Over magic cards. Cards from the fate deck are pulled by both players and the GM when ever a natural One (1) is rolled on a D20.
Green, White, Gold cards are always in the players favor
Black, red, blue cards are always in the GMs favor
Artifacts, Lands are neutral and affect both.
Each card is interpreted by the GM and used to fit the fate of the situation.
If at the End of the Game the GM has any unused fate cards. Each player at the game will receive Two (2) EXP checks for every unused Fate Card.
Checks.
Exp checks
One check is worth +50 EXP.
A check in a circle is worth +500 EXP
A notch is worth 500 EXP
A notch in a circle is worth 1000 EXP
Skill Checks
You will receive One (1) check next to a skill on a Natural Twenty (20) on a D20.
When you have Ten (10) checks next to a skill that skill will go up by ONE (1) rank. You then erase the checks and start over.
Stat checks.
If you roll a natural Twenty (20) on a Stat check you will receive One (1) check next to that Stat. If you ever get Ten (10) checks next to a Stat. That Stat goes up by One (1) Rank. You then erase the checks and start over
Weapon checks.
If you roll a natural Twenty (20) in combat, you will gain One (1) checks next to a weapon. When you gain Ten (10) checks you may add either a Plus One (+1) to HIT with that weapon OR a Plus One (+1) to damage (Either ONE or the other but not BOTH). You then erase the checks and start over.
Player Points
Player Points are a reward over and above checks that allowed players to gain advantages, gifts; dice re-rolls and even Special characters. Player points are rewarded to all players at every game as follows.
1 for showing up on time
1 for coming with your own dice, writing implements, note paper and books.
1 for cleaning up after yourself after the game
1 for maintaining good sportsmanship, hygiene and player relationships while at the game
1 for Role Playing
1 to 5 for best player of the night.
1 to 5 for bribing the GM with presents, toys, food,
10 for your Birthday/Christmas
1to 5 other Holiday bonus points
5 for giving the GM/players with out cars a ride
Player Points can be spent as follows.
5: Re Roll any one Die roll
10: Automatic 20 any your next die roll or cause a foe to roll an Automatic One on his next Die roll.
15: +1 to all die rolls for entire night or -1 to all the GMs die rolls for the entire night
20: Gain one free natural 20 roll to use at any time
30: Gain +1 to any one Stat or a natural +1 to AC or +1 to any one save or +5 ranks in any one skill.
40: Gain one Magic item or Gift of choice. Or, Gain +1d6 to any one stat. Or, Gain +10 to any one skill
50: Gain one Special Character (See below).
100: Kill any NPC or PC/ resurrect any NPC or PC, or gain one wish.
Generating a Special character
1: roll 1d4+4. That will be the characters level
2: Pull 10 cards from the Fate deck. These cards will help decide your characters race, class, special abilities, and magic items, back story and future fate. Red, white, green, blue, gold, artifact and land cards will all help in shaping the characters stats, skills, gifts. Etc while Black cards represent fate. Events in the past that shaped the character or destiny that awaits him/her in the future.
3: After the character is generated and its final level is determined, it will start play with enough EXP to have reached ½ that level. The rest of the levels are Shadow levels and the character must earn enough EXP to reach those levels before it can progress to any new levels.
COMBAT
Natural 20! Vs Critical threat range
Under the new rules it is possible to get a critical if you roll a modified 19-20 (and with some weapons and feats the range is even lower). Should you achieve this on a combat roll this is not a CRITICILE it is simply a well-placed blow and you will do X2 (or in some cases X3) damage.
Only a NATURAL 20 is a critical.
On a NATURAL 20 the player rolls Percentile (%) on the following table to see the severity of their attack.
00: Head Blow. Instant death
91-99: Head Blow X 5 damage
81-90: Heart: X4 damage
71-80: Lower chest: X3 damage
61-70: Right Arm: X3 damage
51-60: Left Arm: X3 damage
41-50: Hand/Finger blow: X2 damage
31-40: Groin: X4 damage
21-30: Right Leg: X3 damage
11-20: Left Leg: X3 damage
01-10: Foot/toe blow: X2 damage
Damage Multiplies
Ther has been some confusion regarding this. When you luck out and get X2 (or more) to your damage roll. You roll the DICE and multiply the number on the DICE, AND THEN you add any other modifiers.
COMBAT TIES
Die roll Ties always go to the PC. In either attacking or defending. Ties always are in favor of the PC
Open Damage Rule (The oomph rule)
On any damage roll with any weapon or spell if you roll MAX damage on a critical, you may roll again. Continue to repeat if you again roll max damage. After you have rolled all the dice then you add any damage modifiers.
Initiative and Multiple Attacks
There is a LOT of confusion over this but BY THE BOOK this is how it goes.
1: Roll 1d20 and add the number on the die to your Inactive score (Put a check next to that on a Nat 20). The total of the score and your inactive rank is your total inactive score for that round.
2: The GM will count down from the highest score to the lowest score and the Characters will respond in that order.
3: A character with multiple attacks will take his first action at his Inactive, his next action will be at his Inactive score 4 (And his attack roll be at 5) and so on.
Hero saving throws
A Player Character is allowed One hero saving thrown they reach 10 hit points or face death. They will get to roll 1d20 and add their charisma modifier to the roll. If the modified roll is 20 or higher then they have made their hero saving throw.