• This forum is strictly intended to be used by members of the VS Battles wiki. Please only register if you have an autoconfirmed account there, as otherwise your registration will be rejected. If you have already registered once, do not do so again, and contact Antvasima if you encounter any problems.

    For instructions regarding the exact procedure to sign up to this forum, please click here.
  • We need Patreon donations for this forum to have all of its running costs financially secured.

    Community members who help us out will receive badges that give them several different benefits, including the removal of all advertisements in this forum, but donations from non-members are also extremely appreciated.

    Please click here for further information, or here to directly visit our Patreon donations page.
  • Please click here for information about a large petition to help children in need.

Tzeentch and Fate Points (Plot Manipulation)

FanSyst

Username Only
272
162
In Dark Heresy there is a narrative element called Fate Point, this element is described as follows:
Fate points allow Player Characters to manipulate situations by mitigating bad results or turning a mishap into fortune. Among other things, this allows players to take more risks, which makes the game faster and far more exciting. A character has a limited pool of Fate points, and when a Fate point is spent, that number is reduced by one. Spent Fate points are restored back up to the character’s Fate threshold at the beginning of the next gaming session, or possibly, under special circumstances, in the middle of the game session if the GM deems appropriate. -Dark Heresy 2E Rulebook
Fate Points also allow overcoming events such as death by giving the GM and the player the freedom to choose how a character survived.
It is up to the GM and the player to work out exactly how the character survives the incident. In the case of an injury sustained in combat, perhaps a holy icon worn on the Acolyte’s breast deflects a blow, or a bullet passes cleanly through his chest, miraculously missing organs. Other situations, such as a Warp drive implosion, or being on the surface of a world during Exterminatus, require a greater degree of creativity to explain, and should seldom be without some consequence. -Dark Heresy 2E Rulebook
The daemons of Tzeentch have the ability to manipulate Fate Points, negating their effects.
Such a malefic creature is adept at twisting the barriers between realspace and the Warp, allowing the Daemon Prince to mould the surrounding world to suit its whims. A Master of Prophecy can mutate another character's use of Fate points by performing an Opposed Difficult (–10) Willpower test against the user. If the Daemon Prince is successful, the Fate point must instead be used in another of the valid uses for Fate points. If the Daemon Prince also scores a number of degrees of success greater than its opponent’s Willpower bonus, the Fate point is simply negated and has no effect. -Dark Heresy 2E Rulebook
 
This is Fate Manipulation, just because it is used by GMs and the actual players don't make it a Meta Narrative Element, it doesn't change the story or plot, just changes fate.
 
Basically what Space Man said, Fate Points are just common fate manip stuff found in every tabletop and they have nothing to do with meta narratives. This could only work if you could prove that the players or GMs actually somehow exist within 40k.
 
Back
Top