Fate Points allow players to massively change things that have happened to their character. All non-player Special characters gain 1 Fate Point for every 10 issues they appear in (.1 Fate Point per issue). All Players gain .1 Fate Point per issue, which they can apply to any character they desire, although they will usually apply them to the character they played.
Any time the player wishes to change the current state of affairs with regard to the player’s character, a Fate Point can be used. A Fate Point can be used to restore a character to life (turning all Death Points to Permanent Injuries), restore a character from Permanent Injuries (turning them to standard Injuries), turn Injuries to Penetrating Damage, erase all Penetrating and Bludgeoning damage, or erase all VP and EP Lost. Flaws in impossible traps can be found. A route home can be found if the character is lost in space or a desert. Food and water can be found if the character is starving. A character can retroactively have remembered to bring an item, all for the cost of one Fate Point. Returning from the dead can take time, depending on the circumstances under which the character died. In general, the Fate Point will return the character to life at the next game session.
A Fate Point can give the character a new power until the end of the adventure (%Control will be halved, as per Latent Powers), or take away a weakness until the end of the adventure. Fate points can also increase a character’s power or skill by six points for the duration of an adventure. At the end of the adventure, the character receives twelve training points for use in that power or skill.