Fate/Boon Table |
Dice Adjustments |
Cost |
Boon |
1 |
Defensive Dice -- Gain 1d10 (explosive) to DT for the round. |
2 |
Defensive Dice -- Gain 2d10 (explosive) to DT for the round. |
2 |
Explode Dice -- Treats roll as if both dice exploded (whether they did or not). Roll 2d10 and add to the original roll. This extra roll may explode as well. |
2 |
Extra Dice (Other) -- roll d10 and add or subtract from one roll that does not directly affect character that is about to be made. |
1 |
Extra Dice (Self) -- roll d10 and add or subtract from one roll that directly affects character that is about to be made. |
1 |
Remove Snag Point -- removes a Snag Point from a Fumble or Failure, before roll on Snag Table is made. May be purchased multiple times with no limit. |
2 |
Static Bonus (Other) -- Pay cost to grant a +/-5 modifier to a roll that does not directly affect the character.. May be acquired up to 3 times on a given roll. A single Static Bonus may be combined with the Extra Dice (Other) Boon |
1 |
Static Bonus (Self) -- Pay cost to grant a +/-5 modifier to a roll that directly affects the character.. May be acquired up to 3 times on a given roll. A single Static Bonus may be combined with the Extra Dice (Self) Boon |
Damage Adjustments |
Cost |
Boon |
2 |
Double Secondary Damage -- Attack does double the normal amount of Secondary Damage dealt by the attack. |
2 |
Increase Secondary Severity -- Increases severity of Secondary Damage from an attack by one level. Type I would become Type II. Type II would deliver a round of Stagger. |
2 |
Extra Bleeding -- Character's attack delivers +1 Hit of Bleeding if Secondary Damage is dealt. |
2 |
Extra Penalty -- Character's attack delivers extra -1 penalty if Secondary Damage is dealt. |
2 |
Minor Wound -- Character's attack delivers 1 Minor Wound if attack deals any Secondary Damage. |
3 |
Major Wound -- Character's attack delivers 1 Major Wound if attack deals any Secondary Damage. |
4 |
Dire Wound -- Character's attack delivers 1 Dire Wound if attack deals any Secondary Damage. |
Story Adjustments |
Cost |
Boon |
1 |
Act Now -- Allows the character to act outside of normal initiative order, at the initiative point of the player's choice. |
3 |
Cheat Death -- Saves the player from death in some unusual or clever manner. May still end up severely injured, but at least not going to die. |
1 |
Extra Action -- Get an extra Snap Action |
2 |
Extra Action -- Get an extra Half Action |
4 |
Extra Action -- Get an extra Full Action |
1 |
Inspiration -- GM provides a hint if one is suitable. Fate Point is not spent if there is no hint. |
1 |
Narrate Story Element -- Player gets to narrate some minor story element that does not require rolls, but still advances the story. GM gets Veto power, and if vetoed, the Fate Point is not spent. |
2-6 |
Special -- allows GM to set cost of 2 to 6 Fate Points to accomplish something that might not be normally possible. Cost should be higher, the more unlikely something is. |