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- While in a Mecha you may use a Fate to do the following:
- REROLL
- You can use a Fate point to re-roll any d20 roll in your mech. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the second roll is always a result of 11-20). You must spend the hero point to improve a roll before the GM announces the result of your roll.
- CANCEL FATIGUE
- Any time your mech would suffer fatigue, you can spend a Fate point and reduce the amount of fatigue by one level.
- RECOVER
- You can spend a fate point to recover faster. A hero point allows you to immediately shake off a stunned or fatigued condition. If you are exhausted, spending a fate point causes you to become fatigued. If you have suffered damage, a fate point allows you an immediate recovery check as a full-round action (A Con check at DC 10).
- This check is made normally, the fate point just allows you to make it in addition to your normal recovery checks. If the recovery check is successful, it turns out the damage wasn’t as serious as it first appeared, or your Mecha is able to shake it off.
- While disabled, you can spend a fate point to take a strenuous action for one round without your condition worsening to dying. If you spend a
- fate point on a normal recovery check for a injured condition, a successful check eliminates all of that condition, rather than just one. The fate point does not improve the recovery check, only its effect.
- ACTIVATE A SEISHEN
- Before using any actions on your turn, you may pay fate points to activate a Seishin.
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