Current Fate Point Holders:
@Evenstar : 1
@Freak A Nature : 2
- effect pending: one fate point spent to insure that you'll have mask-ready materials by the time you leave the Catacombs.
@Toboe : 1
@Soup : 1
@Solarstream : 1
Fate points are what I give out as contribution rewards - make something that I feel is worth tagging with an Apocrypha threadmark, and you'll get a fate point. I may also give some out in other circumstances, such as if I call a tied vote against you.
There are - much like the FATE rules I'm using as the game basis - two primary ways to spend fate points:
The simple option: Provide a +2 bonus to a particular approach or type of action during a specific scene.
The wording used has some deliberate wiggle-room: a scene might be a specific Encounter or Boss-Fight... or it might be the entirety of exploration of a Zone, including both before and after an Encounter (but excluding during said Encounter or during any Boss Fights).
Examples:
- +2 on attacks during the next boss fight.
- +2 on attempts to convince an alchemist that we're more valuable as a customer than as components.
- +2 Quick the next time that would allow us to avoid a serious injury.
- +2 Careful the next time that would allow us to see a trap or ambush before it triggers.
- +2 for actions that would lead us to hidden treasure in the Catacombs.
The powerful option: Define some detail about the setting as being True. This is not on the level of the voting options - a single fate point isn't going to make sweeping changes to an entire Zone... well. Not on its own, at least...
Examples:
- Despite your caution, you will somehow end up stuck in webbing before your Encounter with The Ashen Wizard.
- There exists a hidden sluice between The Dam(n)ed Lake and The Lower Caves, allowing the latter Zone to be flooded.
- Somewhere in the Catacombs is a cache of grave-goods with an enchanted Star-Light Lantern.
- The Frostfang Dragoon exists, and can often be found drinking in the town tavern.
- Mage-Sight is a common draconic trait and will definitely be available on your list of potential upgrade options.
Note that using a fate point to define something about the setting
is subject to QM veto, and may have unintended side effects - for example, looting a Star-Light Lantern from the Catacombs might allow more dangerous undead to form, or flooding The Lower Caves might also expose the lakebed above, or even cause a water shortage in town.
A fate point will be refunded if its use is vetoed - or if, say, you spend a point on "+2 Forceful during the next boss fight" and then that ends up not actually making a difference in how the fight goes down.
A fate point will also be refunded if you try to use it to define a detail that I've already decided on. Basically, expending a fate point
will do something, and any circumstance where that wouldn't be true, you get the point back.