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 Post subject: Re: Evil Acts
PostPosted: Wed Mar 04, 2015 9:34 am 
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Joined: Fri Oct 04, 2013 10:23 am
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Location: Miami Florida
A GM can always strip you of all your fate for a truly evil act...

I know I have done it at a table twice already

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 Post subject: Re: Evil Acts
PostPosted: Wed Mar 04, 2015 9:52 am 

Joined: Thu Nov 07, 2013 9:37 pm
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Location: Michigan
PCI_StatMonkey wrote:
A GM can always strip you of all your fate for a truly evil act...

I know I have done it at a table twice already


I didn't know that was an option, though it seems reasonable. But if one did something near the end of a module, would it have any real effect? You would have your full fate pool back next module, right?

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 Post subject: Re: Evil Acts
PostPosted: Wed Mar 04, 2015 11:17 am 
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PCI_StatMonkey wrote:
A GM can always strip you of all your fate for a truly evil act...

I know I have done it at a table twice already


This has less impact now that Fate resets each adventure.

John

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 Post subject: Re: Evil Acts
PostPosted: Wed Mar 04, 2015 11:33 am 

Joined: Sat Oct 05, 2013 12:46 pm
Posts: 1353
Another option is to give the opponents Fate only usable against the PC in question as kharmic balance.

With a sweep of his hat,

Paul


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