House Rules

Fate Points

Those of you who have been in games with me or Jamie know the drill here: You get 1 Fate Point at level 1. You can never have more than 1 Fate Point, unless the DM explicitly allows it. You can buy a Fate point for 500xp (half a level) if you do not have any.

A Fate Point allows you to automatically be considered as having rolled a 20 on any d20 roll. This can be for a skill roll, but it’s usually for an attack. This means also that it counts as a critical hit.

You can also use a Fate Point to force an enemy to re-roll an attack or damage roll after the entire attack has been resolved. This means that if an enemy hits you and kills you, you can kind of rewind a little and make him re-roll the attack roll. Maybe he’ll miss, maybe he just won’t crit, but whatever the case THE SECOND ROLL STANDS. Even if it’s worse. Sometimes Fate just wants you dead. It happens.

Action Points

One of the things I like from 4th Edition is a mechanic called Action Points. Generally, you always get an action point when you get a full night’s rest. Sometimes the DM gives you one for completing a major plot thing. When you sleep, it resets any unused Action Points to 0, then gives you 1 when you wake up.

You use an Action Point to take an additional Standard Action. Since you basically get one of these a day, use it well. Maybe you really need another hit to finish off this beast before it gets you guys. Maybe you need to reload this rifle and shoot again this round, or everything is lost. It’s valuable, but it’s replenishable, unlike Fate Points, which are very difficult to regain when lost.

There might also be certain powers that require an Action Point to activate, or you might be able to convince the GM to let you use it to perform an extraordinary feat that your character may not have been able to otherwise. It’s supposed to be a surge of energy, adrenaline in a critical moment, and that can manifest in several ways.

Be wary, though! Enemies (at least powerful enemies) will likely have Action Points of their own!

The Cthulhu die

When a character rolls a natural 1 on an attack roll, they then roll the Cthulhu die to determine which terrible effect it will have.

Yellow Sign
- Character loses their next turn.
- Character immediately falls prone and is considered flat-footed.
Elder Sign
- All surrounding enemies may make one attack of opportunity against the character
- This roll is instead considered to be a Natural 20
- The character automatically hits the nearest friendly character with their attack. If they are using a melee attack and there is not a friendly character in range, the weapon is considered to have flown out of the attacker’s hand to cause the hit, and now occupies the friendly character’s square.

House Rules

Iron Kingdoms douglasthoin