6. Kismet

Kismet is fate. In the game, it allows the player to try to control the destiny of the character even when the dice have different ideas.

Characters receive three kismet points at the start of each gaming session.

Characters may be awarded additional kismet points for certain things.

A player may spend kismet at any time.

Kismet can be stored and saved between gaming sessions.

Spending 1 kismet point will allow the player to re-roll any die roll, except for an advancement roll. The decision to do this must be made immediately. Once any other action is made by any character, it is too late. Note the kismet may even be spent to re-roll a re-roll.

A player may spend 2 kismet points in lieu of any (non-advancement) unresisted skill roll to guarantee success. Not that the expenditure must occur before the dice are rolled.

Spending 3 kismet points allows the player to attempt to increase any of his gifted skills. See the chapter on Character Advancement for details.

Spending 4 kismet points will allow the player to attempt an increase in any of his normal skills.

Spending 5 kismet points will allow the player to attempt to increase any of his feeble skills.

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