- Issues: aspects outlining the current storyline
- Can be impending or current
- By default two at a time
- Examples:
- Mob rule
- Undead siege
- Situation aspects: aspects as set dressing
- Examples:
- Thick fog
- Decaying pillars
- Roaring furnace
- Examples:
- Actor aspects: aspects as descriptions of actors
- Two special aspects:
- High concept: an actor's raison d'etre
- Trouble: an actor's life's biggest complication
- Examples:
- Infamous swordsman
- Ranking member of the magisters guild
- No cost is too great for my brother
- Two special aspects:
- Consequences: aspects as descriptions of injury
- Several levels depending on severity
- Examples:
- Bruised rib
- Broken arm
- Eviscerated
- Boosts: transient aspects of one of the above categories (disappears after use)
- Remain while true, and are always true while in play
- May be removed with overcome actions
- May be hidden, requiring discovery by actors before use
- Can be invoked (chosen, positive) to grant bonuses
- Can invoke multiple aspects simultaneously, but none more than once
- Can be compelled (forced, negative) to further story
- Compels alter situation or force an actor's decisions
- Compels can be retroactive at GM discretion
- Describe how aspect is used
- Do one of the following:
- reroll the dice or add +2 to a roll
- add +2 to another actor's roll
- add +2 to an existing source of passive opposition
- create a +2 source of passive opposition
- declare a story detail
- Give a Fate point (unless free) to the aspect owners' player
- Exchanged Fate points are unavailable until scene concludes
- Choose an aspect - any aspect - to use for the compel
- Describe how the aspect is relevant to the situation
- Request the compel (unless the GM is the requester)
- Decide what happens
- Compelled actor chooses chooses:
- to accept - situation unfolds and and requesting player gives compelled player a Fate point
- to refuse - situation does not unfold, and compelled player loses a Fate point if refusing the GM