Fatalist
Spellcast Trait: InstinctYour Fate is predetermined, but still, you can tip the scales in your favor
Determine Your Fate: Your Fate Rolls use a d20; on 18-20, you gain a Hope; on a 1, you lose a Hope. On long rests, clear all unspent Fate Tokens, then, make a Fate Roll:
1-6: Gain 1 Fate Token
7-13: Gain 2 Fate Tokens
14-20: Gain 3 Fate Tokens
Change Your Fate: Fate Tokens can be used instead of any kind of other tokens. You can also spend a Fate Token to:
change a Reaction Roll into a Fate Roll (standard difficulty: 8; GM's discretion)
succeed on a Fate Roll
remove a Condition from yourself or an ally
Odds In Your Favor: Each rest, you can use a single downtime action to gain two additional Fate Tokens (maximum capacity: 6).
Trick The Game: Spend a Fate Token to:
change your Hope Die to a d20 on a "Risk It All" death move
make a Fate Roll (difficulty: 10) when the GM spends a Fear. On a success, the GM has to spend an additional Fear to make their move. If they do not or cannot, the Fear already spent is lost without consequences. On a failure, the action resolves without interference and you must mark a Stress.
Blind Trust: Increase your maximum capacity for Fate Tokens to 7. You can use 2 Fate Tokens instead of 1 Hope.
Tempting Fate: Spend all your Fate Tokens (minimum of 2), then make a Fate Roll (difficulty 10). On a success, clear two times the amount of spent tokens in HP and all of your Stress. On a failure, lose all Hope and clear half your Stress.
It's Meant To Be: When choosing to go out in a "Blaze Of Glory": For each unspent Fate Token, you and your allies will critically succeed on Action Rolls. Then cross through the veil of death. You cannot be resurrected by any means.