Crossroads MVP
Fate
Fate Dice
Each player gets a number of Fate Dice equal to their Fate, [F].
Spending Fate Dice
Fate Dice may be spent to perform certain actions. Some of these actions require GM permission as they make a significant impact upon the game world. Once spent, Fate Dice may be recovered in many ways. Characters may also earn temporary Fate Dice that only last for a limited duration.
Fated Action
Characters may declare that they are making a Fated Action before they roll or attempt to do something. If they do so, they spend a Fate Die but gain a1 on the roll.
Twist of Fate
Characters may also spend a Fate Die to claim a Twist of Fate after rolling. This allows them to re-roll any die. The result of this re-roll may be lower, however. Such is the Twist of Fate. A die may be re-rolled multiple times if the player has other abilities or wishes to spend more Fate Dice. This is the only exception to the rule that dice may only be re-rolled once.
This re-roll may cause a Dice Multiple.
Heroic Action
Sometimes, with the GM’s permission, a character may spend a Fate Die to perform a Heroic Action. This may be done as a reaction to another character, or simply as part of their turn. On their own turn, a Heroic Action lets the character take an additional Action. This may give them the extra burst of speed to reach something, or let them perform an extra Quick Attack against a wounded foe. Whatever it is, the player should ask the GM for permission before spending the Fate die and taking the extra action.
A Heroic Action on another character’s turn, also called a Heroic Reaction, is similar in that it requires GM permission, but this is more like taking part of a turn early. The character gets a single action to do with as they wish, but on their next turn, they lose one of their actions as they have already used it on the enemy’s turn. Any actions performed as part of a Heroic Reaction take effect at the end of that turn, and will therefore be in effect at the start of the next turn, which may be the Players’ turn.
If a player wishes to make a Heroic Action on their own turn, but after they have already acted, it is up to the GM to decide whether this counts as a Heroic Reaction, which would mean they lose an action on their next turn.
Fate Dice Examples
A Dwarf and an Elf need to leap across a gap between buildings.
Worried about failing, the Dwarf spends a Fate Die before rolling to make it a Fated Action and gain a1 on the roll, making Success more likely.
The Elf attempts the leap but rolls 6 1 1 , meaning Failure!
Instead, they use a Twist of Fate to re-roll a 1 and they roll a 4 , making the final roll 6 4 1 .
Now it's a Success!
“Here’s one I prepared earlier...”
Sometimes you get to a situation where you really need something small and simple, but you don’t have it. This can be range from something useful like a mirror or a tinderbox, to something seemingly insignificant like a piece of string or a toothpick.
If this item is small enough for a character to have believably placed this item in their pack or on their person, that character may spend a Fate Die to be able to produce this item, pending GM permission.
Shared Fate
Characters may be able to use their Fate Die to assist an Ally, pending GM permission. They may give one of their own Fate Dice to their Ally. This is treated exactly as if the Ally had used a Fate Die.
This even allows characters to support the Party even if they are elsewhere or Out of Action.
Set Fate UNFINISHED
Set aside one die before rolling. It is automatically a 4. Random idea that I'll work on.
Refreshing Fate Dice
This number is refreshed according to the GM, though usually it is per day, per rest, or any other set amount of time, based upon the setting or your character. Fate Dice may also be refreshed or awarded based upon events within the world, such as entering a special area with certain powers, experiencing a catastrophic event, certain character actions, or story progression.
Fate Dice should be refreshed when a party leaves a Settlement, though the GM may refresh them at other times.
Character Beliefs
When Characters act towards their Beliefs, they may Refresh a Fate Die. See Character Beliefs for more information on Beliefs.
This should only happen once per Scene, and requires Characters to follow their Beliefs at cost.
Temporary Fate Dice
Some players may earn Temporary Fate Dice. These are treated the same as other Fate Dice, but only last for a set duration and afterwards are discarded whether they are used or not. These dice do not refresh, but may exceed your limit. They do not act as Fate Points.
Dice Multiples
Players may earn Temporary Fate Dice when they roll a Triple.
For more information see Crossroads System – Dice Multiples.
Balance of Fate
NPCs using Fate Dice.
If the GM intervenes, each player involved is rewarded with a Temporary Fate Die.
Balance of Fate Example: UNFINISHED
The Party is fighting their long-time Enemies, a Necromancer, her Mortis Cult, and her undead thralls.
As the combat comes to an end, the injured Necromancer attempts her escape. She staggers across the dungeon room to a heavy wooden door. Throwing it open, she makes a final gloat before her departure.
Legendary Artefacts
Some Legendary Artefacts may grant wielders a Temporary Fate Dice to use. More information will be found in the Artefact description.
Burning Fate Points
Certain actions are major changes to reality and the game. These actions permanently affect the character as they require burning Fate Points, reducing the number of Fate Dice that a player is able to produce. In addition, as Fate Points are closely tied to a characters fate, losing all of their Fate Points may have a drastic effect on the character as they are no longer Touched by Fate.
The following actions make drastic changes to the world and so they require GM permission before using. These actions have the potential to completely upset stories and entire campaigns, and should be used with great care.
The following rules require you to burn Fate Points. This means that Fate Point is spent and [F] is reduced by 1. Fate Dice and Temporary Fate Dice are not affected.
Saved by Fate
A Character may be able to avoid a death by burning a Fate Point. This point is gone forever. Instead of dying, fate intervened to save the character’s life, though it may do so at great cost. A comparatively small price to pay for their life, however.
When a character dies, they may ask the GM to prevent their death at a cost. Sometimes, however, death cannot be avoided. It’s possible that this was your fated death, to die as all things must. Any death that would not allow resurrection would also prevent a character from using Saved by Fate, though Fate may instead have them avoid the cause of death entirely.
When being Saved by Fate, the character avoids their death, and may awake much later, injured but alive. This usually requires a friendly character to be able to save them, though they may be taken prisoner by their enemies and now they have a chance to escape or be rescued by others. They may have permanent scars or lose an important limb or item. Characters Saved by Fate cannot be killed before they awake. Enemies will ignore them, as they believe them to be dead, or something unexpected prevents them from eating or desecrating the body if they would do so otherwise.
Another possibility is for Fate to prevent the fatal damage entirely. A character may get a strange feeling or a burst of energy and avoid something at the last second. Leaping clear of a collapsing floor, dropping a dangerous item, or barely spotting falling rocks may allow the character to escape with minimal injuries. These characters may lose something valuable in the escape, requiring effort to recover or be lost forever, or take a smaller amount of damage. In extreme cases, they may even collapse from exhaustion, from the effort exerted in their escape.
Prices paid for survival vary greatly and depend upon Higher Powers (ie. The GM).
Examples:
- Loss of a limb
- While the character leapt clear of the falling boulder, a stray rock landed on their hand, crushing it beyond repair.
- The damage to the foot was too great and it had to be amputated.
- The enemy took the character prisoner instead of killing them, but also took their eye as a reward.
- Permanent reduction to an ability score from a debilitating injury or trauma
- The character survived, but the wound never fully healed, reducing [A].
- The body healed fully but the mind did not, the trauma reducing [W].
- A heavy blow to the head seems to have done permanent damage, reducing [K].
- Damage, destruction, or loss of an item.
- The floor fell away, and while the character leapt clear, their bow was dropped and it tumbled into the depths.
- At the last moment, the character used their sword to turn away the attack, but the force of the blow shattered the blade.
- Though they survived the fight, the character later found that their amulet was lost; stolen while they were unconscious.
Swansong
A final act before death. A Swansong can be initiated by any player pending GM approval. A Swansong is a final act that the character can perform before they die. The characters very soul is burned in order to bend fate to their will and ensure that the act succeeds. This act will always succeed, but the success is at the cost of the character's life and soul.
A Swansong requires the character to be able to use Fate Points, and they may perform an additional act for each Fate point they burn. A Swansong may be performed with no available Fate Dice, but any character unable to use Fate Points for any reason is also unable to perform a Swansong. Any character killed as part of a Swansong cannot be revived or recovered in any way. Their soul has been spent in order to perform the action.
The actual act performed is up to GM discretion, but its intention is to be a single action. The act should not be otherwise impossible, but this is for the GM to decide. An acceptable Swansong is to reach a lever and pull it, to free another that is trapped under rubble, or to deliver a final blow to an opponent. Defeating a healthy opponent, completing a series of challenges, or reaching a distant goal, are not intended to be Swansongs, though the GM may still allow them if they wish. The character will likely die from an external source completing a Swansong, though in other less dangerous circumstances the character will still die upon the completion of the Swansong. If the fates do not kill them as retaliation, they will simply drop dead as a soulless shell.
Swansong Example:
The party has been defeated by the Baron and his guards. He has brought them, bound and bleeding, to his office in the tower. Their hands are tied and they are to be imprisoned and then executed in the morning.
He stands by a large window, gloating.
The Orc knows this is his final chance to get revenge on the man that destroyed his village, killing his family.
He asks the GM to perform a Swansong, burning both of his Fate Points and sacrificing his character.
Burning with rage, the Orc uses his first action to tear free of his captors and charge into the Baron. Caught by surprise, the Baron is helpless as he is carried through the window, both men hurtling to their doom.
With the second action from burning two Fate Points, he asks to have a panicked guard rush to the window, trying and failing to catch the Baron, but dropping a weapon near one of the bound characters...
Just close enough to reach...
Although the Orc is gone, the Baron is dead and the Party now have a chance to escape.
Though some fragments of Swansong souls may be found by Great Powers or other deities, and are quite valuable to any that would collect souls for any reason, these are but fragments of the original soul and usually contain nothing more than their final memories or wishes. It’s not uncommon for those that try to communicate with these fragments to hear only a single sentence, often believed to be the last thought before their demise.
The Fates Align
Sometimes, there’s a situation where a certain item is really required, or a certain action that had to be performed. In these situations, while it may be too late when the players and characters realise this, Fate may be able to intervene on their behalf once more.
A character may claim The Fates Align and burn a Fate Point to perform a “flashback”, where they attempt to perform a certain action, ranging from preparing a certain item, performing a certain action, or befriending a certain individual. Other characters may be a part of this "flashback", though only one character burns a Fate Point. Alternatively, they might claim that a certain event has already happened, such as within their backstory, provided they can give sufficient details of this event.
The Fates Align Example:
A group of badly wounded adventurers try to escape from town guards after a plan goes disastrously wrong, but they come across a single guard blocking their escape route. Given the extent of their injuries and the level of alarm, they fear they will be unable to resolve this conflict by any means without significant risk.
The Dwarf character burns a Fate Point to claim that this guard is an Ally.
The Dwarf claims that the guard is somebody they helped before and might let them pass.
The GM asks for details, and the Dwarf makes a new Connection on their sheet. They pick a name, elaborate on what happened before, have a brief "Flashback" to when the Dwarf helped the Guard, and then move on with the escape situation.
While the situation is still tense, the Dwarf is now trying to appeal to a familiar face and Ally rather than trying to deal with a random guard, making the situation less hopeless.
Although the Fates may have aligned naturally, certain actions or changes to reality may have been a warping or twisting of the Fates and may cause issues down the line. The changes from this event may cause a ripple that affects other events. They might also create recurring characters for the campaign. Whatever the result, there should be ripples.
As this action has the potential to seriously affect a number of situations, this may only done with GM permission, and should be done with great care.
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A Fateful Encounter
Sometimes, characters may want to make The Fates Align and the GM might decide it is small enough to not require burning a Fate Point. They may be using something already established, such as an existing Connection or information from their Background, and are simply creating a "coincidence" or "chance encounter".
In these situations, the event is treated like "Here's One I prepared Earlier", and the flashback or change only requires spending a Fate Die instead of Burning a Fate Point.
A Fateful Encounter Example:
Charlie's Human is trying to get an audience with a Duke but is having no luck. Remembering that they have a Noble Bacground, Charlie asks if they might be distantly related. Spending a Fate Die and rolling a [K] Skill Check in order to "remember", the GM allows them to be distant cousins by marriage.
It's not enough to get a new Ally, but it's enough to get an audience.
Next Step
After understanding Fate, you can move on to the Character Creation section.