Fate Points

From Discovered

Fate Points are a temporary pool of points that are spent to twist your fate and bend your character's narrative. Players can use 1 Fate Point to:

  • invoke an Aspect to gain +2 on a roll, or
  • resist having an Aspect compelled, causing trouble for their character.

Usually characters start each session with a Fate Point pool equal to their Refresh plus any bonus Fate Points earned from compels. A character can have more Fate Points than their Refresh score.

Fate Points are distinct from Refresh. Refresh is a pool of power that you allocate to Approaches, Abilities, and Resilience. Standard human characters have 24R allocated to:

  • 9R Approaches: +3, +2, +2, +1, +1, 0
  • 6R Refresh Pool + Abilities: Up to 5R of Abilities - usually 1R Stunts.
  • 9R Resilience: 3 Mental Stress Slots (1, 2, 3), 3 Physical Stress Slots (1, 2, 3), 3 Consequence Slots (2, 4, 6)

Other sophants have characteristics that are common to the species, such as Uplifts having two bodies with one mind, or Augments risking bad interactions among their enhancements. Non-human sophants usually have characteristics that limit their capabilities in some way. These Limits are designed to constrain the types of stories that the character can tell - so they add to the pool of Refresh available to that type of Sophant. Non-human Sophants end up more powerful and more vulnerable than humans.

In the full version of Fate Skills are used instead of Appraoches. In that system the use of Fate points to power narrative twists is a little clearer than in the FAE rules we (mostly) use.