Fate Points are an accumulated resource that can be exchanged at any point to perform powerful actions, which include:
- Rerolling any dice throw, including those of an enemy, after it has been thrown. Even a Miraculous Success or a Disastrous Failure can be re-rolled using Fate Points.
- Adding an Easy DM or a Hard DM to any dice throw before it occurs.
- Performing a narrative saving throw such as a Fortitude, Reflex, Cunning or Willpower saving throw (Saving Throw Rules).
These abilities can be stacked on top of each other. For example, a Player Character may spend 4 Fate Points to invoke a Willpower Saving Throw, stacking two Easy DM modifiers on it (thus transforming it into a Very Easy DM), and if they fail, re-rolling the result.
It is recommended for GMs to grant their Player Characters a certain amount of Fate Points after every Quest or Engagement, depending on its difficulty or duration, as a way to reward their performance, encourage future sessions and prevent frustrations with seemingly unwinnable encounters. For example, granting 1 Fate Point to each player after a short skirmish against an enemy fireteam, or 5 Fate Points each after a particularly arduous quest with a boss battle against a Dangerous 💀 enemy.
Another possible alternative is to grant 1 Fate Point for every unmodified Miraculous Success roll, which rewards pure luck with a powerful future bonus.