XP points can also be used to influence fate. They can be used only in the context of test rolls, whether during or outside of combat.
Before or after a dice roll, you can spend 1 XP point to add 10 to your roll value.
Additionally, AP can also be spent to influence the cooldown time of certain abilities:
- 1 AP: Reduces the cooldown time of an ability by 1.
- 2 AP: Allows you to reuse an ability whose use limit per encounter has been reached.
- 3 AP: Allows you to reuse an ability whose use limit per day has been reached.
The GM may optionally award 1 additional XP point to a PC when they perform an epic action or, through their roleplay, significantly advance the adventure.
The GM may also award 1 additional AP to a PC when they use an ability in an ingenious or decisive manner.