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In Dark Heresy there is a narrative element called Fate Point, this element is described as follows:
Fate Points also allow overcoming events such as death by giving the GM and the player the freedom to choose how a character survived.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
The daemons of Tzeentch have the ability to manipulate Fate Points, negating their effects.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
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