- Location
- the Netherworld Dood
Guys maybe we should not spend all our fate so we have a fallback in case we are facing certain death or failure.
Why? They aren't like RPG Fate points, you can't really use them outside the Fate shop.
So, I might have missed something but shouldn't we have atleast 2 perk points?
The gold quest gave us one and the description says we get one every 10 levels.
Ah, sweet. Could you edit the story post to let us know that?
[X] Aura of Power-1 Fate. Increase the Strength of those who follow you
[X] Machine Sympathy-1 Fate. Sacrifice your mana to empower Machine Spirits
[X] Holy Sigil: Valour-2 Fate
[X] Better Levels: Leveling up now gives six points instead of five
[X] Path not taken: Renegade
Aura of power because it is a straight buff unlike Fear. Machine Sympathy because nothing is as nice as boosting the MS of the failing Geller Field generator and similiar.
Holy Vigil: Valour sounds nice and at 2 points it ought to be powerful. My guess is that it helps with fear checks against 'unholy' creatures.
Better levels are just sensible. We don't have a party we can trust yet. While the Vitality Perk is nice, it only helps when we take damage.
We have two perk points so grab the VIT thing as well.[X] Machine Sympathy-1 Fate. Sacrifice your mana to empower Machine Spirits
[X] Holy Sigil: Valour-2 Fate
[X] Aura of Power-1 Fate. Increase the Strength of those who follow you
[X] Better Levels: Leveling up now gives six points instead of five
[X] Path not taken: Green Tide