Fate Point Option: Second Wind

I'm thinking of adding a new option for Fate Points called Second Wind.

FPs are included in the game for a number of reasons, one of which is to allow, mechanically, the heroes a method of pushing themselves to extreme limits enabling them to pull off heroic feats.

What better way to do this than to allow PCs to spend a Fate Point and instantly gain hit points?

I mean, there's an option for maximum damage (Mighty Blow), an option to re-roll throws after-the-fact, an option to stabilize oneself after recieving what should have been a mortal wound (Left For Dead), an option to resist complete vile terror, and an option to altar destiny.

How better to show an hero be a hero than allow him to reach deep down inside of himself to muster up that second wind?



I plan on being very stingy with Fate Points in my game. A player will have to steer his character into something very heroic in order to earn one. Strickly role playing, even if playing well, or simply achieving adventure goes won't do it for you. You've got to actually be heroic in order to gain the FP.



Should a PC use a FP under the Second Wind option, the character will be restored with hit points equal that he would have gotten had he rested a full day: A number equal to the character's level plus CON bonus plus 3.

I imagine this will be quite an invaluable Fate option for low level characters, and at the rate I plan on awarding the awards the price for these extra hit points will be high indeed.

Second Wind can only be used by a character with one hit point or more. Otherwise, the character can use the Left For Dead option.
 
Adding some 4e D&D to the Hyborian Age? :wink:

It's an interesting idea. Might experiment with it myself. What would you do for characters who took the Diehard feat? Perhaps define it so if the characters can still take an action they can use a Fate Point for Second Wind?
 
flatscan said:
Adding some 4e D&D to the Hyborian Age? :wink:

I know nothing about 4E. Is there a similar rule?

There's absolutely no healing in this game. And, the game is still extremely deadly--so, I don't think Second Wind robs the universe of its grit. Massive Damage hasn't changed, and Second Wind can only be used when the character has a minimum of 1 hit point (can't use it if 0HP or less). If Fate Points aren't passed out like candy, I think the rule will be a good one.

My first thought was to allow the character a number of hit point equal to his HD. If the character has a d8 HD, then 1d8 is rolled. If he rolls "1", then he rolls "1".

But, looking at the spirit of the other Fate Point options (and knowing that FPs will be hard to obtain, and that it will be highly likely that some characters will go with no FP for a long period of time), I thought of going half a days HP recovery--then settled on a full day.

GMs interested in using Second Wind in their games should select the HP recovery amount to their tastes.

The full day's recovery will make Second Wind a valuable option for several low levels, not just 1st level.



What would you do for characters who took the Diehard feat? Perhaps define it so if the characters can still take an action they can use a Fate Point for Second Wind?

That's a good question. I hadn't considered it. But, I think I'll be a little more harsh than what you suggest, sticking with the definition of Second Wind.

The Second Wind rule states that that a character must have at least 1 HP. If the Diehard Feat is used, a character probably doesn't have 1 HP (he's in the negatives), so the Fate Point could not be used.

The key to Second Wind (imo) is to have at least 1 HP. It's sort of a preventative maintenance kind of thing.

The warrior gets pissed and pulls from reserves he never thought he had. "By Crom's balls, they'll die by my blade or I'll die swinging at them!" He says with the blood running down his left cheek from the gash on his head.
 
Supplement Four said:
The warrior gets pissed and pulls from reserves he never thought he had. "By Crom's balls, they'll die by my blade or I'll die swinging at them!" He says with the blood running down his left cheek from the gash on his head.

Why would you deny this to someone who spent a precious feat for Diehard? The scene you depict is perfect for that kind of situation. :shock: The 1 HP limitations is rather arbitrary for a game that allows methods of acting beyond what a normal person can take (like some Barbarians can do). I'll experiment with it only being available for a Fate Point spent and a Standard Action used. As long as the PC can act and has a Fate Point available they can use a Second Wind.

And yes, there's a similar power in 4e D&D called "Second Wind" available to all PCs where a PC spends a "Healing Surge" to get a quarter of his HP back.
 
flatscan said:
Why would you deny this to someone who spent a precious feat for Diehard?

That's exactly why I chose not to go into Die Hard territory. The character spent a feat getting it. I don't want Fate Points replacing that feat. Die Hard keeps you moving, with limitations, when reduced to 0 HP or below.

Second Wind can get you hit points before you get that far down.

And yes, there's a similar power in 4e D&D called "Second Wind" available to all PCs where a PC spends a "Healing Surge" to get a quarter of his HP back.

Interesting. This is total coincidence, then. I know zilch about 4E. All I've heard is that it's a lot different than previous versions of d20.

I don't know one thing about it though to even point to a difference.
 
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