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(TFT) Fate
Patrick wrote
<<<<...
Luck. Cost: 2IQ. allows a character, once per adventure session, to
ignore the worse effects of a critical hit against him; ie treat an
opponent's roll to hit of 3 or 4 as 5 -- still does damage, but not double
or triple damage. Luck does not count against fencing skill.
Grace. Cost 2IQ. Can be applied once per adventure session. Gives a
player character the panache to turn a total flub into less disastrous
results -- treat a roll of 17 or 18 as 16. A warrior will still miss but
does not drop or break his weapon. The quality of grace is probably of more
use to wizards; let the player improvise a description of how the spell's
energies are misdirected, as long as the results are not to the caster's
advantage.>>>>
Interesting but talents??? Define adventure session. Why don't you just
use the concept of fate points from Warhammer.
Yours in Cidri,
Justin
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