I love Fate Points. They're basically a metagame rule. A lot of RPGs are using them nowadays. Normally the player only has access to in-game abilities, but this one gives them a bit of directorial control (a tiny bit of GM power) for a moment to alter the flow of the game. D&D has them too now except it calls them Inspiration points. It's basically a "please bail me out, GM" ability. A lot of people don't actually allow it in their D&D games though because it changes the experience a bit; you are supposed to only identify with your character and not control anything else, so D&D in general with its simulationist bent doesn't fit well with it.
Everybody keeps using up the game premise ideas I had on the backburner. ;_; KT already put more work into this though so I can only give it an A+.
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If you think about FSN as a RPG, Saber dodging Gae Bolg would basically be Saber's player using a Fate point.