Aspects and Fate Points
Fate Condensed
An aspect is a word or phrase that describes something special about a person, place, thing, situation, or group. Almost anything you can think of can have aspects. A person might have a reputation as the Greatest Sharpshooter in the Wasteland (see below for more about these kinds of aspects). A room might be On Fire after you knock over an oil lamp. After an encounter with a monster, you might be Terrified. Aspects let you change the story in ways that go along with your character’s tendencies, skills, or problems.
Aspects Are Always True
You can invoke aspects for a bonus to a roll (page XX) and compel them to create a complication (page XX). But even when those aren’t in play, aspects still affect the narrative. When you have that flesh-wrapped monstrosity Pinned in a Hydraulic Press, that is true. It can’t do much stuck in there, and it’s not getting out easy. In essence, “aspects are always true” means that aspects can grant or withdraw permission for what can happen in the story (they can also affect difficulty: see page XX). If the aforementioned monstrosity is Pinned, the GM (and everyone else) has to respect that. The creature has lost permission to move until something happens which removes that aspect, either a successful overcome (which itself might require a justifying aspect like Superhuman Strength) or someone foolishly reversing the press. Similarly, if you have Cybernetically Enhanced Legs, you’ve arguably gained permission to leap over walls in a single bound without even having to roll for it. That’s not to say you can create any aspect you want and use its truth like a club. Aspects grant a lot of power to shape the story, yes, but with that power comes the responsibility to play within the story’s constraints. Aspects have to line up with the table’s sense of what actually passes muster. If an aspect doesn’t pass the sniff test, it needs to be reworded. Sure, you might like to use create an advantage to inflict the aspect Dismembered on that fungal super-soldier, but that clearly steps on the toes of the attack action, and besides, it takes a bit more work to lop her arm off than that (could work as a consequence, though—see the next page). You might say you’re the World’s Best Shot, but you’ll need to back that up with your skills. And as much as you’d like to make yourself Bulletproof, removing permission for someone to use small arms fire to harm you, that is unlikely to fly unless the game you’re playing involves using aspects-as-superpowers.What Kinds of Aspects Are There?
There’s an endless variety of aspects (see page XX for more), but no matter what they’re called, they all work pretty much the same way. The main difference is how long they stick around before going away.Character Aspects
These aspects are on your character sheet, such as your high concept and trouble. They describe personality traits, important details about your past, relationships you have with others, important items or titles you possess, problems you’re dealing with or goals you’re working toward, or reputations and obligations you carry. These aspects primarily change during milestones (page XX). Examples: Leader of My Band of Survivors; Attention to Detail; I Must Protect My BrotherSituation Aspects
These aspects describe the surroundings or scenario where the action is taking place. A situation aspect usually vanishes at the end of the scene it was part of, or when someone takes some action that would change or get rid of it. Essentially, they last only as long as the situation they represent lasts. Examples: On Fire; Bright Sunlight; Crowd of Angry People; Knocked to the Ground; Pursued by the PoliceConsequences
These aspects represent injuries or other lasting trauma taken by absorbing a hit, often from attacks (page XX). Examples: Sprained Ankle; Concussion; Debilitating Self-DoubtBoosts
A boost is a special kind of aspect, representing an extremely temporary or minor situation. You cannot compel a boost or spend a fate point to invoke it. You may invoke it once for free, after which it vanishes. An unused boost vanishes when the advantage it represents no longer exists, which may be a few seconds or the duration of a single action. They never persist beyond the end of a scene, and you can hold off naming one until you’re using it. If you’re in control of a boost, you may pass it to an ally if there’s rationale for it. Examples: In My Sights; Distracted; Unstable FootingWhat Can I Do with Aspects?
Earning Fate Points
One way you can earn fate points is by letting your character’s aspects be compelled (page XX) against you to complicate the situation or make your life harder. You may also get a fate point payout if someone uses your aspect against you in a hostile invoke (page XX) or when you concede (page XX). Remember, each session, you also start with fate points at least equal to your refresh. If you were compelled more than you invoked in the prior session, you’ll show up at the next one with more. See page XX for details.Invokes
To unlock the true power of aspects and make them help you, you’ll need to spend fate points to invoke them during dice rolls (page XX). Keep track of your fate points with pennies or glass beads or poker chips or some other tokens. You can also invoke aspects for free, if you have a free invoke from you or an ally creating an advantage you can use (page XX).The Ellipsis Trick
If you want an easy way to ensure you have room to incorporate aspects into a roll, try narrating your action with an ellipsis at the end (“...”), and then finish the action with the aspect you want to invoke. Like this:Ryan says, “So I’m trying to decipher the runes and...” (rolls the dice, hates the result) “...and If I Haven’t Been There, I’ve Read About It...” (spends a fate point) “...so I easily start rambling about their origin.”