Fate Points

Fate Points allow an Explorer to manipulate situations by mitigating bad results or turning a mishap into fortune. An Explorer has a limited pool of Fate Points, and when a Fate Point is spent, that pool is reduced by one. Spent Fate Points are restored at the beginning of the next gaming session, or possibly under special circumstances in the middle of a game session that the GM deems appropriate.

Spending one Fate Point allows for one of the following:

  • Re-roll a failed Test once. The results of the re-roll are final.
  • Gain a +10 bonus to a Test. This must be chosen before dice are rolled.
  • Add an extra degree of success to a Test. This may be chosen after dice are rolled.
  • Count as having rolled a 10 for Initiative.
  • Instantly recover 1d5 Wounds.

Sometimes though, Fate may not be enough to save the Explorer from a terrible and final death. In these cases, the player can burn a Fate Point, permanently reducing the Explorer’s Fate Point pool by one. However, doing so means that the Explorer survives whatever awful calamity just occurred, albeit only barely.

Fate Points

Rogue Trader: Pride and Profit Lonewalker