Rules

Optional: Fate Rolls

Optional: Fate Rolls

Sometimes the GM wants to use randomness when deciding something that is not dependent on a particular character’s capabilities or some other existing measurement. In these situations, you can use a fate roll, asking a player to roll their Hope or Fear die to decide the result. Your choice of die doesn’t affect the outcome, nor does the roll result grant Hope or Fear—the die type simply helps add flavor to the roll. You might roll the Hope die when determining whether fortune smiles upon the character or if there will be a lucky circumstance. You might roll the Fear die when determining if a potential hazard manifests or when deciding exactly how bad a dangerous situation becomes.

When making a fate roll, you can say that a particular result happens at a certain number or higher, or you might say that the higher the number, the more a particular thing has happened. For example:

“Roll the Fear die. On an 8 or higher, the fire spreads beyond this one house.”

“I think it’s really up to chance whether reinforcements will make it to you in time. Go ahead and roll the Fear die—that’ll determine the starting size of the countdown. When that triggers, reinforcements will arrive in your Far range.”

“Go ahead and roll the Hope die to see how big the crowd at the inn is tonight. The higher the roll, the bigger the crowd.”