Fate
The fate of a Hero dictates their beginning to end, it decides weather they end up a beggar on the street or a Hero who all aspire towards. in C&S fate exists as a mechanic for players to change their own fate altering to outcome of a scenario to be more favorable towards themselves. Many players will find themselves primarily using this mechanic as a way to give themselves a boost in the midst of combat, however, it can help significantly outside of it, such as making your words seem just a tad more persuasive to whomever the player may be speaking towards. Every day, players recover their fate up to their maximum fate, however, this recovery can only occur if the players had slept entering the new day a minimum of 4 hours.
The player starts with 3 fate, they than gain a fate point every 50 event points. Furthermore, fate can either be spent normally boosting certain actions or attacks, or used in a special manner called burning fate, which permanently uses the fate point but gives a massively increased effect, or for the usage of a classes' ultimate.
Uses and limitations
There are a variety of ways to use fate both in combat and outside of it, additionally fate can also be used in different circumstances for certain classes such as Knights or Sworn ally , while below covers most generic uses, feel free to ask the GM if you could use a fate point to help you do something cool.
In Combat Usage
- Improve damage of a skill/attack
- If a skill notes it has a "chance" to activate, this chance increases.
- Can use a fate point to increase a skill's tier or attribute by 2, if this is used on a skill with dual attribute scaling, the bonus is split in half.
- Improve a stat by 2 for the duration of an action (every 10 soul this bonus increases by 1). Additionally, when receiving an attack, the character can use a fate point to increase their Vitality and only their Vitality, by 2 (receives the same soul boost).
- Restore reserves equal to double soul attribute: EXAMPLE: if you have 10 in soul you gain 20 reserves(your max would be 100), effectively restoring 20% of your reserves. NOTE, this can only be used twice per battle. This can ONLY be used if you have none of the character's physical Attributes exceed the character's Magical Power (this is because this is mainly meant to support blaster casters which notably run out of reserves frequently).
- After taking damage which pushes the user to their first or second fatigue they can spend two fate points to reduce any damage past that fatigue by 50%.
- Use 50% of user's max fate (rounded up) to give the user a full reaction even if they would normally only have a minor reaction.
Out of Combat Usage
- Can find a clue in tracking oriented scenario, clue will likely be limited to things that can only be discovered through luck.
- Words are viewed more favorably whilst persuading or diplomatizing, depending on circumstance may also work for bargaining. Note: this will not make someone hostile or overly cautious of you suddenly accept anything you say.
- Can increase the character's "luck" for a particular scenario but not for a specific thing. For example while at a casino a player could use a fate point to naturally increase their luck, but they could not use a fate point to increase their luck of "everybody suddenly sneezing during poker and showing me their hands".
Limitations
- When increasing a stat you can only increase a stat once per turn
- Fate can't be used to regain charges, stamina, fury, or other resources unless specified otherwise.
- Fate cannot be used to enhance a completed action, for example if an attack misses a player can not then state they wish to use a fate point to make it more accurate, similarly if a fate is used to enhance damage, tiers, or any other factor it must be stated beforehand.
- The user/player is commonly limited to 2 fate per turn, they may exceed this limit but for every additional fate they use they must pay another as a form of tax, the exception to this is burning fate. (subject to change)
- The user/player can only improve the same stat twice per hour as they are pushing their bodies to the limit. (subject to change)
Burning Fate
The ultimate choice, a character burning away at the very essence of their soul to lethally injure a foe warranting such a decision. Burning a fate is only to be used in the most dire of circumstance, as it permanently reduces the maximum number of fate points a character can have at any time by one. The slight silver lining, is that any time a character burns a fate point, they in return gain a stunt slot. Normally burning a fate point is used to enhance an attack by a massive amount, however, most classes will have some form of "ultimate ability" which can significantly increase the effectiveness of burning a fate. The abilities per class are shown on the class page for each class, with the exception of knights as their ultimate abilities are tied to their Knight houses.
Remnant
Fragment of Oaths
A fate point can be burnt to declare an extreme show of willpower towards a oath, for example, a regular oath could be "i want to kill a stisedan counselor", but when they do so whilst burning a fate point they could do the same but with a higher emphasis on this oath as the end all be all current goal of the character, to this extent, any amount of straying from this oath will count as a failure towards it.
Inventor :
Artificer : Epiphany
A fate point can be burned during downtime when an Inventor usually uses inspiration to create items, this time due to an Epiphany they create something far stronger than the user could usually create. The item created is permanent but what can be created still must be discussed with the GM.
Battle-Forged : Like an Open Book
A fate point can be burned to target an opponent (the Battle-forged must have more Mind than the opponent and been in combat with them for at least 2 turns to target them) the battle forged then becomes able to "read" their opponent. Simply put the GM will give the player an accurate assumption about what their opponent plans on doing on their turn (but not for reactions), additionally any schemes or feints are laid bare before the user.
Tinkerer : Induced Biological Malfunction
A fate point can be burned to take a sharp weapon or object and jam it inside their opponent in a way that largely inhibits their motor functions, due to this all actions the opponent takes for the rest of the combat takes one extra action to perform.

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