Wednesday, February 11, 2026

Fate & Doom Dice

Fate Dice

Humans often live or die by their luck as much as their skill, this vital metaphysical currency aids in their survival, so its cultivation and preservation is of upmost importance. Demons are of a different order, they are deeply bound by Fate, but also arbiters of it to lower beings. They wield the power to alter a mortal’s destiny and as such are deeply feared and respected. All characters have a pool of Fate Dice. The number of dice in the pool is determined by calculating the average of your five attributes (see the table below). They can be spent to modify rolls, but the types of rolls they can affect differ depending on the soul of the character. The Fate Dice pool of each character refreshes at the beginning of each game session. [Rule inspired by Prof. Dungeon Master / Deathbringer RPG].

  • Mortal Fate Dice: All characters with Human Souls can use their Fate Dice to add d6 to the TN on an Attribute Check, or 3 to the TN of a Skill Check, add d6 to a damage roll, or subtract d6 from an enemy’s damage roll. This is called Invoking Luck. Multiple Fate Dice can be spent on the same roll. They can only be used on rolls that directly affect your character, they can’t be spent to help a companion succeed.

  • Demonic Fate Dice: Characters with Demonic Souls can only affect other creatures with their Fate Dice, never themselves. They can be spent to Bestow Fate, blessing or cursing actions taken by others. Each die can be applied as either a bonus or penalty to the TN of another character’s Attribute Check or as a plus or minus 3 to a Skill Check’s TN. Like humans, multiple Fate Dice can be spent on one roll.

  • Immortal Fate Dice: Those born with an Immortal Soul are not limited in the ways they can interact with Fate. They can use their Fate Dice to Invoke Luck or Bestow Fate freely. They roll d8’s instead of d6’s and modify Skill Checks by 4 instead of 3.

Table of Fate

Attribute Average

Fate Dice

3-4

8

5-6

7

7-9

6

10-11

5

12-14

4

15-16

3

17

2

18

1


Doom Dice 

A measure of how much the Fates hate you and want you to suffer. Violating taboos, breaking sacred oaths, thwarting prophecies, being cursed, practicing dark magic, and disrespecting the gods and spirits or their servants can result in acquiring Doom Dice. Each Doom Die replaces one of the character’s normal Fate Dice until it is used. Doom Dice can only be used on actions where significant danger is present (such as combat against an opponent of an equal or greater Level or against a trap that could inflict serious injury). When rolled they subtract d6 from the TN of the check. Once a Doom Die has been used it is gone and a normal Fate Die replaces it at the start of the next game session. Using multiple Doom Dice on one roll is worth 20 XP per additional die.

  • Ill Fate: Anytime something bad is going to happen to a PC but it isn’t clear who it will affect (a trap going off, an enemy attacking indiscriminately, etc.), the DM can either decide the victim randomly or choose the character with the most Doom Dice. If the character suffers the negative effects (the trap damages them or the attack hits), remove one of their Doom Dice.

  • Doomed: If a character ever has all of their Fate Dice replaced by Doom Dice, they become Doomed. They die at 0 HP instead of -10 HP. There is no upper limit to the number of Doom Dice a character can have. A Doomed character can no longer choose when to suffer the effects of Doom Dice, instead they get -d6 on one important roll of the DM’s choice each session. They are also always targeted by Ill Fate. Neither of these things removes any Doom Dice.

  • Purification: Rituals of cleansing and purification as well as sacrifices to propitiate the gods can remove Doom Dice from a character (it typically costs 50 sp per die removed). Extreme measures are required to purify a Doomed character. The price usually starts at 500 sp per die.



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