House Rule: Fate Pouch "Coins"

fate-pouch-and-coins.jpgAt the start of a gaming session each player can randomly grab 3 coins from the Fate Pouch that has three different color coins: Silver, Gold, Platinum & Black. During game play the players can spend their coins in order to gain the result indicated below. If the players have coins left over after the session they can turn in the coin to the DM for the indicated XP.

To begin with there are 20 Silver, 10 Gold and 5 Platinum coins.

Silver: You can spend this coin at any time to re-roll any roll and pick the best result.
Level 1-5: 50xp
Level 6-10: 125xp
Level 11-15: 250xp
Level 16-20: 500xp

Gold: You can spend this coin at any time to re-roll any roll and pick the best result. In addition you can spend this coin to absorb damage that was just sustained. However, the DM get’s a draw from the fate pouch for his monsters, villains and NPCs to use at his discretion.
Level 1-5: 100xp
Level 6-10: 250xp
Level 11-15: 500xp
Level 16-20: 1000xp

Platinum: You can spend this coin at any time to re-roll any roll and pick the best result. In addition you can spend this coin to absorb damage that was just sustained. In contrast to the silver coins the DM does not get to draw from the fate pouch.
Level 1-5: 250xp
Level 6-10: 500xp
Level 11-15: 1000xp
Level 16-20: 2500xp

The BLACK (anointed red) coin: If a character draws this coin during game play he will be forced for the remainder of the session to roll 1d4 before any skill or savings throw. Once the player rolls a “1” he will have disadvantage on the next skill or savings throw roll. After the penalty the black coin is deposited back into the fate pouch to be randomly drawn again.

There are no XP worth for black coins retained until the end of the game session.

House Rule: Fate Pouch "Coins"

For The Glory of Karameikos bardcraft