* If there are 2 white shurikens dice and 2 red shurikens dice in the set, it isn't a reason to limit the system to 2 bonus and 2 bonus dice. In my opinion, it should be better if there are no limit to the number of bonus/malus dice (Warhammer does the same thing after all).
* I propose Whirlpool(s) or Tiger(s) not the only way to do an epic failed or a critical success. It you have a difficulty of 20 to reach and you do 10 or lesser, ot is an epic failed and if you do 30 or more, it is a critical success.
* With these previous requirement, I can explain my idea for the use of the fate dice: each die symbolize a feeling which can push people to perform... or totally fail their destiny.
- White die : the Good/the Kindness, which is the opposite of the Black die : the Evil/The Malice
- Blue die : the Law/the Loyalty, which is the opposite of the Red die : the Chaos/the Disloyalty
- Green die : the Hope/the Courage, which is the opposite of the Yellow die : the Despair/the Fear
- Purple die : the Envy/the Passion, which is the opposite of the Grey die : the Apathy/the Entropy
Now, imagine a hero which has failed a crucial dice roll, but it refuses to fail, so he can ask "Let's the fate decide!". When it does that, he rolles all the fate dice and see the resutl : for each White, Blue, Green and Purple dice with the ‘Fate Star', he can roll a bonus white shuriken die and for each Black, Red, Yellow and Grey die, he needs to roll a malus red shuriken die.
As you can see, there are as luck to succeed as luck to fail with this system. On the other hand, as we launche the dice only in case of failed, finally the player should statiscally fails its roll (but it can also do a success or an epic failed).
The "Let's the fate decide!" action can be done indefinitely or a precise number of time... This can be also a optional rule.
There are many ways to explain by RP the result of the dice, in case of success of these dice :
- White + Blue = Good/Kindness + Law/Loyalty = Friendship
- Black + Blue = Evil/Malice + Law/Loyalty = Submission
- Black + Yellow = Evil/Malice + Despair/Fear= Terror
- White + Yellow = Good/Kindness + Despair/Fear = Stress
- White + Green = Good/Kindness + Hope/Courage = Fortitude
- Black + Green = Evil/Malice + Hope/Courage = Vengeance
- White + Purple = Good/Kindness + Envy/the Passion = Fervor
- Black + Purple = Evil/Malice + Envy/the Passion = Avarice
- White + Grey = Good/Kindness + Apathy/Entropy = Forgiveness
- Black + Grey = Evil/Malice + Apathy/Entropy = Resignation
...
- White + Blue + Purple = Good/Kindness + Law/Loyalty + Envy/the Passion = True love
- White + Blue + Green = Good/Kindness + Law/Loyalty + Hope/Courage = Honor
...
- Black + Red + Purple = Evil/Malice + Chaos/the Disloyalty + Envy/the Passion = Destructive Madness
- Black + Red + Grey = Evil/Malice + Chaos/the Disloyalty + Apathy/Entropy = Corruption
...
- White + Blue + Green + Purple = Good/Kindness + Law/Loyalty + Hope/Courage + Envy/the Passion = Ultimate sacrifice
- Black + Red + Yelllow + Grey = Evil/Malice + Chaos/the Disloyalty + Despair/Fear + Apathy/Entropy = Total wipeout
If there are opposite dice which appear, this represents the opposite feeling an human can have at the same time : we have a complex psyche after all !
* Another idea: there are 8 fate dice, and 8 character statistics too.
Example:
- Black die : Force
- Red die : Constitution
- Green die : Awareness
- Blue die : Agility
- Yellow die : Intelligence
- White die : Inner Force
- Grey die : Piety
- Purple die : Charisma
(Could be useful)
* Another idea : each fate dice can also represents an elementary force
Example:
- Yellow die : Light
- Black die : Shadow
- Red die : Fire
- Blue die : Water
- Yellow die : Light
- White die : Air
- Purple die : Earth
- Green die : Wood
- Grey die : Metal
(Could be useful)