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Lexicanum

Fate

In Bolt & Blade, Fate is the thin and failing thread between a character and the grave.

// Chapter III · Transcribed

The Emperor protects. The dice do not.

The Thread

Core Currency

It 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 Class

Maximum 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

Human Fate Scale
ClassMaximum FateReason
Guardsman4The ultimate mortal underdog. Guardsmen need fate, grit, and luck to stand beside monsters.
Inquisitor3Dangerous, clever, and protected by authority, but still very mortal.
Arbites3Trained, armored, and disciplined, but still a human lawkeeper in a galaxy of nightmares.
Commissar3Command, discipline, and iron will, but no real protection from the bullet they never see coming.
Ministorum Priest3Faith sustains them, but faith is not safety.
Psyker2Very powerful and very dangerous. Psychic power is already a major advantage.
Sister of Battle2Elite training, power armor, Acts of Faith, and sacred wargear reduce the need for raw Fate.
Assassin2Deadly, precise, and evasive, but not built for fair fights or open war.

Forge World Class Fate

Forge-Bound Fate Scale
ClassMaximum FateReason
Skitarii2An augmented soldier. Durable, disciplined, and half-owned by the Machine Cult.
Tech-Adept2Protected by knowledge, tools, rites, machine access, and technical utility.
Enginseer2Battlefield support, repairs, armor, servo-tools, and sacred technical expertise keep them alive.
Cybernetica Datasmith2Their survival often depends on machines, servitors, automata, and controlled assets.
Sicarian1An extremely specialized cybernetic killer. Hard to catch, terrifying when deployed correctly.
Electro-Priest1A volatile living weapon of sacred current. Powerful, strange, and not especially fate-protected.

Astartes Class Fate

Astartes Fate Scale
ClassMaximum Fate
Tactical Marine0
Assault Marine0
Devastator Marine0
Apothecary0
Techmarine0
Librarian0
Chaplain0

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 Fate

A 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 Rest

Spent 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

Permanent

Burning 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 Ledger

Fate 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.

Bolt & Blade is fan-made homebrew for private tabletop play and is not affiliated with or endorsed by Games Workshop.