so I just did a reread of the "spike and horns"ark, because why not. And when I got to the point where it says "Fate point burned" I got curious as to what that means does that means we permanently loses a fate point and it can't be used every again, or did we just use it up until we reach safety? This might be a stupid question that may have been answered before but I'm just wondering what it means
great question! i think its covered in faq. bassically we only earned the one. fortune points replenish, fate points do not. takes a lot to earn them.
I just checked and it is not, in fact, in the FAQ, at least on an immediate cursory reading.
So!
A Fate Point is, for DoDA purposes, the literal tilting of the scales, a mussing up of the fabric of reality, a skip forward and backwards and sideways in the corkscrew of time and space. We all know how the laws of physics and reality basically become less laws and more suggestions, suggestions that can become ignored, in the universes of Warhammer, whether 40k, Fantasy, or AoS. It's because the Warp/Immaterium/Realm of Chaos/Realm of the Gods/Realms of whatever the heck they call 'em in AoS, directly underlays and intersects and in some places overwhelms 'reality' as we know it. That's what the magic is, the influence of the Gods, the manifestation of daemons and entities and so on.
We get to see the Gods do it all the time, really.
A Sigmarite Priest summons, to the naked eye, a giant two-tailed meteor ex nihilo that appears from the heavens and drives it down like a rocket that explodes. A Shallyan priestess places her hands to someone's head, and regardless of their neurochemistry and neurological scarring caused from PTSD and genetic predispositions and can straight up cure their insanity. A Cultist of Tzeentch begs for favor and attention through a spell, and that the mob chasing him are mutated into terrifying creatures bonded by fleshy ropes that turn them into some kind of mega rat-king intertwined beast. A skaven Grey Seer chitters the right words, waves their hands, sacrifices some warpstone, and kaflash all of a sudden he's teleported through reality to pop up fifty feet away.
The difference is, the level of effort and activation and generally
weight of a Fate Point is the God not simply granting divine favor and attention to cast a spell from their Divine Lore, but to actively intervene themselves ever so slightly. Any more than that, they usually cannot do, as the Gods acting so heavily upon the world would be like pressing a heavy weight to a paper map.
It might, well.
Tear.
The Dark Gods play around with it, tearing open portals as they wish, because bwahaha, evil, and they'll let loose an entire daemonic legion out of the Realm of Chaos as it corrupts the land and despoils the world around them because, like, that's their
jam.
The non-Chaos Gods, on the other hand, try to preserve the world that their followers you know sort of exist on and also like to exist on, to a certain extent. And, functionally, they're just not as omnipresently strong as the Dark Gods are, in a lot of ways. They can stand up to them, hurt them, but are simply not as 'Broad' as a divine conceptual being on a metaphysical level, to go at them as pure equals most of the time. Those kinds of clashes take place in the Realm of Chaos/Realm of the Gods, because if they happened out in the regular world, well, shit, most of the time your mortals would be fucked. And a settlement of, say, Sigmar worshippers trying to make it in the Chaos Wastes is simply not going to work for any number of reasons.
So Fortune Points are small, wispy things, that can alter a single roll. You can get roll on the one thing or not, right? But they are effectively echoes of a Fate Point, by comparison.
See, a single Fortune Point might make you raise your shield in time when you weren't, or make a cavalry charge more effective, or so on. Maybe you dodge this or that.
A Fate Point, however, is a grander act, a far more potent thing. A fortune point might save you from certain death by rerolling an exchange of blades, this is true. But a Fate Point works on a wider scale. It saves you from being dragged away and executed, for on reason or another. Generally, Fate Points are outright full destiny alterations. Two examples are given in the more recent WHF rulebook, which is 'knocked out, left for dead, swept away by a river, or otherwise taken out of action; your character will survive, no matter the fatal incident's circumstances, but takes no further part in the current encounter'. The other is the more somehow avoids an immediate death but you are still in the fight, a fluke such as a blow slipping or whatever. You continue on, but no survival is guaranteed. It's a choice between the two, it seems, based on the rulebook.
But obviously, Warhammer being Warhammer, one always must pick and choose and decide for themselves what they are using and what makes more sense for them as a GM in-game.
To
gain Fate Points is something else altogether. You only got it this time around because of a anniversary/boon roll sort of thing after many years. In WHF roleplaying, it's mean to come after significant important adventures. At the conclusion of them, or are otherwise granted for truly exceptional doings or favor from the Gods.
One could argue that surviving as Frederick has
is some version of that, given how the dice have done for him. For instance, the last Fate Point ended up being inserted as a direct favor from Isha Herself, because of Frederick's intervening and aid to both of her Avatars in one fashion or another. Also, retroactively (but does such a thing really exist to Gods who exist in a realm where time and space are not so easily defined?) by helping save Ariel again from Drycha. She then used it in a fashion appropriate for her, that being to preach a single powerful impulse of compassion and love, which drove Hultressa who had been pickling in her own bitterness, grief, self-loathing, outward hatreds, and more after being denied safety and succor by the Shadow King who she had helped dozens of times before. She was close to giving up and just surrendering herself to the existence she'd used as a mask for a thousand years, and instead was inspired by Isha to hold on for one fucking last try at getting
out and more importantly saving her daughter.
If the Fate Point had come from another God, it would have been a different intervention, though the result might have been similar. It might not have been, as well.
Like, technically, if we were to strictly and
only use WHFRPG's latest edition, Frederick would probably have gotten a Fate Point after each major campaign, Nordland, Vampire War, etc. But we aren't, so we haven't, so he doesn't. Frederick's repeated survival is a mixture of his own inherent stubbornness, yes, but also very emphatically his
connections and friendships, allies, associations with others. Access to magical healing, priestly connections for healing, and so on. Being restored by an Arcane Fulcrum-mantled Aurelion. Teclis potion after the Battle of Three Armies. Being seen to by Runelords, Wizard Lords, Priests, and more during Karak Ungor. So on and so on.
Without all of these things, through diplomacy and chance, he would most definitely been dead long ago.
Rolls only go so far, are only part of the picture, it is the actions and results of Frederick's actions - as well as that and those of others - which is responsible for a great deal and that should never be forgotten.