In the hope that we'll get to it again, clearing the rules for Fate points, let's set it in stone -a Fate Point allows you to gain one of the following benefits.<br/>-Gain +10% on a task that you intend to attempt, and the right to flip-flop the result (that's more than the +20% without flip-flop for the next option, but you've got to declare it before the roll).<br/>-Re-roll a failed attempt with a +20% bonus.<br/>-Survive a potentially killing or maiming wound without suffering the ill effects. There will still be consequences, though, as the GM gets to describe what happens to save your life.<br/>-Achieve a feat of ultimate prowess, with the GM approval, if it is based on the emotions your character si feeling - like going berserk in a fight, or perfectly using a skill that you don't normally have to save an NPC your character loves, or becoming an incorporeal ghost after your character dies unavenged (despite this being a low-magic world), or whatever.<br/><br/>Now we are just going to wait until Ixy overcomes her writer's block.