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Meta Concepts

Inspiration

Players may give 1 point of inspiration to another player throughout the session as they see fit. Some instances may include, roleplaying, clever answer to a puzzle, or even humor.    You may only have 1 inspiration point to use for yourself at a given time, though you can gain more than 1 inspiration per session, any inspiration you have at the end of a session will NOT carry over to the next session.   You can spend Inspiration before any roll of any d20 roll, to allow you to roll twice and take the higher outcome. If you have advantage on a roll, you cannot use inspiration for that roll. However, if you have disadvantage you may use your Inspiration to cancel out the disadvantage. Alternatively, you may spend an Inspiration after any roll to reroll the dice, but you must keep the new number.  

Fate Points

I as the Dungeon Master will not award Inspiration, I will be awarding Fate Points. These points will be awarded by my in much the same way Inspiration would normally be awarded. You will also gain a Fate Point for leveling up and completing milestone accomplishments for your character. You may only have up to 5 Fate Points at one time.  

Spending Fate Points

Fate Points must be spent on yourself and affect your actions and outcomes. This is what affects your own fate or destiny, not another individuals.   For 1 fate point you can:
  • Automatically succeed on any ability check or saving throw, regardless of any roll that has been made.
  • Turn an attack roll that missed into a hit.
  • Turn and attack roll the hit into a critical hit.
  • Add an additional 1d6 of damage to any attack or effect.
For 3 fate points you can create a situational truth. This Truth becomes an acknowledged part of the encounter. Examples of a situation Truth would be:
  • There is a rock/bush for you to hide behind. 
  • You've found a secret door! 
  • A dropped torch has caught the building on fire...
For 5 fate points you can create a story truth. This Truth becomes an acknowledged part of the story that I, as the Dungeon Master, must incorporate into the story. Examples of a story Truth would be:
  • A newly met NPC is a former lover, friend, or family member.
  • The magic item you just read about is guarded by a hydra (or some other terrible beast).
  • You did a favor for one of the factions a long time ago, and now they owe you a favor.
For 2 fate points (Situational) or 4 fate points (story) you can create a Truth with a complication. A complication is a negative Truth that the DM will impose on your truth in the moment. Examples could be:
  • You found a secret door, but opening it will sound an alarm.
  • This faction owes you a favor, *but calling it in will stain your reputation with their leader."

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Cover image: View of Schroom Mountain, Essex County, New York by Thomas Cole

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