Fate system toolkit horror12/1/2023 ![]() ![]() A regular aspect invocation already provides a bonus, so you don’t need a special effect that does that, too. ![]() Aspect effects should do something, like in the examples above, rather than provide a static bonus. Mechanically, an aspect effect should be worth the fate point you’re spending-the equivalent to two shifts’ worth of potency, just like any other effect of invoking an aspect. Maybe your earth mage can invoke One with the Earth to avoid falling down or being moved against his will, or maybe your psychic detective can invoke Mental Eavesdropper to read someone’s surface thoughts. When you create an aspect, look at it and decide whether or not it needs a special effect attached to it. When you invoke for effect, you’re spending a fate point-or a free invocation-to create a specifically defined mechanical effect, something other than what a typical aspect is capable of. ![]() That’s true, but maybe that’s not all it means to invoke for effect. Invoking for Effectįate Core talks a little bit about this concept, explaining that what was previously known as “invoking for effect” is just a fancy compel. If you’re looking to squeeze a little more out of your aspects, crank up the complexity, or just do something different, read on. Compels are the GM’s best friend when it comes to creating story and situation, injecting drama into a scene, or just plain throwing a wrench into the players’ plans.įate Core gives you the basic ways to use aspects and, for most groups, those will be enough. Invoking an aspect gives you a certain amount of control over your destiny, a way to mitigate the caprice of the dice. They’re the clearest, most interesting method for describing who your character is, and they form the basis of the fate point economy. ![]()
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