Fate
In Bolt & Blade, Fate is the thin and failing thread between a character and the grave.
The Emperor protects. The dice do not.
The Thread
Core CurrencyIt is luck. It is grit. It is instinct, timing, stubbornness, faith, training, terror, and the impossible moment where a killing shot strikes a medal instead of a heart. The Imperium burns through billions of lives without noticing, but player characters are not faceless casualties. Not yet.
Fate represents the strange protection that clings to important souls until the galaxy finally collects.
Characters track three Fate values:
Current Fate. Fate available to spend right now.
Maximum Fate. The character's normal Fate pool.
Burned Fate. Fate permanently sacrificed to survive the impossible.
Most human characters begin with Fate. Astartes and other transhuman characters may have reduced Fate or none at all. They do not survive because destiny favors them. They survive because they were built to.
Calculating Fate
By ClassMaximum Fate is determined by class at character creation.
Fate uses inverse power scaling. The more ordinary, mortal, and vulnerable a character is, the more Fate they receive. The more a class already benefits from power armor, elite training, psychic power, augmetics, transhuman biology, sacred wargear, or specialized combat systems, the less Fate they receive.
At character creation. Current Fate = Maximum Fate. Burned Fate = 0.
Fate does not normally increase with level. A feature, talent, relic, major story reward, or GM-granted blessing may increase Maximum Fate, but this should be rare. Fate is not a resource characters are expected to scale aggressively; it is the fragile thread between a mortal and the grave.
Astartes characters begin with 0 Maximum Fate. They cannot gain, spend, or Burn Fate unless a specific rule says otherwise.
Fate Is Not Faith
Fate is not faith. A Sister of Battle having less Fate than a Guardsman does not mean she is less holy. It means her class has other systems doing the work: Acts of Faith, sacred armor, martyrdom features, zeal, morale resistance, flame, and bolter dominance.
Likewise, Astartes Chaplains and Librarians may have powerful spiritual or psychic class features, but they are still Astartes. Their power comes from class features, wargear, biology, and training, not Fate.
Human Class Fate
| Class | Maximum Fate | Reason |
|---|---|---|
| Guardsman | 4 | The ultimate mortal underdog. Guardsmen need fate, grit, and luck to stand beside monsters. |
| Inquisitor | 3 | Dangerous, clever, and protected by authority, but still very mortal. |
| Arbites | 3 | Trained, armored, and disciplined, but still a human lawkeeper in a galaxy of nightmares. |
| Commissar | 3 | Command, discipline, and iron will, but no real protection from the bullet they never see coming. |
| Ministorum Priest | 3 | Faith sustains them, but faith is not safety. |
| Psyker | 2 | Very powerful and very dangerous. Psychic power is already a major advantage. |
| Sister of Battle | 2 | Elite training, power armor, Acts of Faith, and sacred wargear reduce the need for raw Fate. |
| Assassin | 2 | Deadly, precise, and evasive, but not built for fair fights or open war. |
Forge World Class Fate
| Class | Maximum Fate | Reason |
|---|---|---|
| Skitarii | 2 | An augmented soldier. Durable, disciplined, and half-owned by the Machine Cult. |
| Tech-Adept | 2 | Protected by knowledge, tools, rites, machine access, and technical utility. |
| Enginseer | 2 | Battlefield support, repairs, armor, servo-tools, and sacred technical expertise keep them alive. |
| Cybernetica Datasmith | 2 | Their survival often depends on machines, servitors, automata, and controlled assets. |
| Sicarian | 1 | An extremely specialized cybernetic killer. Hard to catch, terrifying when deployed correctly. |
| Electro-Priest | 1 | A volatile living weapon of sacred current. Powerful, strange, and not especially fate-protected. |
Astartes Class Fate
| Class | Maximum Fate |
|---|---|
| Tactical Marine | 0 |
| Assault Marine | 0 |
| Devastator Marine | 0 |
| Apothecary | 0 |
| Techmarine | 0 |
| Librarian | 0 |
| Chaplain | 0 |
Astartes do not spend Fate. They do not Burn Fate. They do not receive miracle rerolls by default.
They receive transhuman durability, superior wargear, power armor, enhanced biology, combat features, and the fact that most enemies rightly panic when one enters the battlefield.
This makes an Astartes powerful without making them narratively immortal. When the dice finally kill an Astartes, there is no miracle left in reserve. The myth ends in blood.
Spending Fate
1 Current FateA character may spend 1 Current Fate to use one of the options below.
Unless a feature says otherwise, Fate can be spent after the roll or event occurs, but before the GM fully resolves the consequence.
Defy Fate
Reroll a d20 you just rolled. You must use the new result.
This can be used on attack rolls, saving throws, ability checks, or other d20 rolls made by your character.
Grit
Reduce one instance of damage by 1d10 + your level.
This represents armor catching the worst of the shot, a last-second dive into cover, raw endurance, battlefield instinct, or the simple refusal to die when ordered.
Last Breath
Immediately stabilize at 0 Vitality, or cancel one failed death save.
You are still down. You are still bleeding. You are still in trouble. But you are not dead yet.
Instinct
Ask the GM one yes-or-no question about the current scene.
The question must be something your character could plausibly sense, suspect, intuit, or notice.
- “Is this person lying to us?”
- “Is this door trapped?”
- “Are we being watched?”
- “Is there something wrong with this shrine?”
- “Is the obvious route a killzone?”
The GM answers honestly, but briefly.
Regaining Fate
Safe RestSpent Fate returns after a safe long rest.
A safe long rest does not mean comfortable. It means the characters have enough time and security to sleep, pray, reload, bind wounds, reset their minds, and stop actively dying.
The GM may also restore Fate at the beginning of a major new adventure chapter, after a significant victory, or after a character makes a costly choice that reinforces who they are.
Burned Fate does not return through normal rest.
Burning Fate
PermanentBurning Fate is permanent.
When you Burn Fate, reduce your Maximum Fate by 1 and increase your Burned Fate by 1.
A character cannot Burn Fate if doing so would reduce their Maximum Fate below 0.
Burning Fate should always leave a mark. The character survives, but something is taken from them.
Survive the Impossible
Burn 1 Fate when your character would die outright or be removed from play by a catastrophic event.
You survive at 1 Vitality, but the GM assigns a serious consequence.
Possible consequences include:
- A lasting scar
- A lost limb
- A damaged weapon or armor piece
- A severe wound
- Capture instead of death
- A permanent oath
- A debt to someone dangerous
- A Corruption mark
- Another character or NPC paying the price
The player lives. The story gets worse.
Reject the Darkness
When you would gain Corruption, you may Burn 1 Fate to reduce the Corruption gained by 2, to a minimum of 0.
This is not clean resistance. It may represent desperate prayer, psychic agony, self-mutilation, confession, sacred pain, or sheer denial so violent that something inside the character breaks instead.
One Last Act
When you would be knocked unconscious, incapacitated, dragged away, or otherwise removed from the scene, you may Burn 1 Fate to take one final action first.
After the action resolves, the original consequence happens unless the action prevents it.
This is the rule for last shots, sealed bulkheads, final prayers, detonator switches, and holding the line for six more seconds.
Fate and Death
The LedgerFate does not make characters immortal.
It delays the sentence.
A character who has no Current Fate left can still fight, bleed, and survive. A character who has Burned away all Maximum Fate has no miracle left in reserve. When the dice finally turn against them, the galaxy may claim what it is owed.