House rules for making them worth more:
- can be spent after a roll is made. if spent before a roll is made, add 2 dice instead but you can't spend 2 fortune for 4 dice.
- can be used to downgrade a condition card for one roll, effects are cut in half, or 2 white dice can be added to the pool to potentially counter it if it is a powerful effect, such as the blind condition. Adjust as need to make the effect still have potential.
- can be spent to downgrade a critical injury when taken, making a severity 3 into a severity 2 for example.
- can be spent to add a defense card after being hit by an attack, if you originally didn't use one. Or spend 1 to add 2 black dice to the roll before they roll
- can be spent to reduce damage taken by 2
- Can be spent to add 3 power or favour, but can't spend 2 in the same round.
- can spend to increase initiative by +1
You only have 3, so I don't see this being all that overpowered. At higher ranks, fortune points as-is seem almost worthless.
Edited by Romus