Fate Point Economy

For the most part, the use of aspects revolves around fate points. You indicate your supply of fate points by using tokens, such as poker chips, glass beads, or other markers.

Ideally, you want a consistent ebb and flow of fate points going on throughout your sessions. Players spend them in order to be awesome in a crucial moment, and they get them back when their lives get dramatic and complicated. So if your fate points are flowing the way they’re supposed to, you’ll end up with these cycles of triumphs and setbacks that make for a fun and interesting story.

Here’s how that works.

Refresh

Each player gets a number of fate points to start each session off with. That total is called the refresh rate. The refresh for a default, starting character is three fate points, but you can opt to spend up to two of your refresh to buy additional stunts.

You get additional refresh as your character achieves a major milestone (which is discussed in The Long Game), which you can spend on getting more stunts or keep in order to increase your starting fate point total. You can never have less than one refresh at any time.

You might end a session of play with more fate points than your actual refresh. If that happens, you don’t lose the additional points when you start the next session, but you don’t gain any either. At the start of a new scenario, you reset your fate points to your refresh rate no matter what.

Stunts and Refresh

Spending Fate Points

You spend fate points in any of the following ways:

Earning Fate Points

You earn fate points in any of the following ways:

The GM and Fate Points

GMs, you also get to use fate points, but the rules are a little bit different than the rules for players.

When you award players fate points for compels or concession, they come out of an unlimited pool you have for doing so—you don’t have to worry about running out of fate points to award, and you always get to compel for free.

The NPCs under your control are not so lucky. They have a limited pool of fate points you get to use on their behalf.** Whenever a scene starts, you get one fate point for every PC in that scene.** You can use these points on behalf of any NPC you want, but you can get more in that scene if they take a compel, like PCs do.

You reset to your default total, one per PC, at the beginning of every scene.

There are two exceptions:

If the immediate next scene doesn’t present a significant interaction with NPCs, you can save these extra points until the next scene that does.

Amanda is running a climactic conflict, where the PCs are battling a nemesis they’ve been trying to subdue for several scenarios now. Here are the characters in the scene:

Her total fate point pool for this scene is 3 fate points—one each for Landon, Cynere, and Zird. If Zird had been elsewhere (say, doing some arcane research), Amanda would’ve gotten two fate points, one for Landon and one for Cynere.

Late in the conflict, Barathar is forced to concede so she can get away with her skin intact. She has taken two consequences in the conflict, meaning that she gets three fate points for conceding. Those three fate points carry over to the next scene.