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Types

  • 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
  • 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
  • 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)

Basics

  • 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

Invoking an aspect

  • 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

Compelling an aspect

  • 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