Dark Corners of the Empire

 

Using aspects

Page history last edited by Chris 2 yrs ago

Characters can use fate points to influence the outcome of simple actions, contests, and conflicts. Characters begin with a number of fate points equal to their aspects, and can gain fate points during play. Fate points are typically regained [at the end of a session|during winter phase?]

 

At any point, a character can spend a fate point to gain a +1 bonus to a roll (including after the dice have been rolled), to invoke or tag an aspect, or make a declaration. A player can also gain additional fate points if his aspects compel him into trouble.

 

Invoking Aspects

If you have an aspect that’s appropriate to the current situation, after you’ve rolled the dice, you can spend a fate point to invoke that aspect, either to re-roll all of the dice, or to add 2 to the original die roll. You an invoke multiple aspects on the same action (spending one fate point for each), but you cannot invoke the same aspect more than once on one roll.

 

Tagging Aspects

Scenes, other characters, locations, and other things of dramatic importance can have aspects. If a character knows one of these aspects, he can spend a fate point to invoke it (called tagging it), just as he would invoke one of his own aspects. This generally requires more justification that invoking an aspect; the player should be prepared to say how he knows about this aspect, and how he’s able to manipulate it.

 

Making Declarations

A player can spend a fate point and declare something, and if the GM accepts it, it’s true. These will typically be small details about the story, and cannot be used to drastically change the plot or win a scene. Declarations that are in keeping with one of your aspects are more likely to be accepted.

 

Compelled Aspects

If, in the course of the story, a character’s aspects could cause him to take a problematic course of action, the aspect is said to compel the character. The GM can give the player a choice: he can spend a fate point to ignore the aspect, or he can act in accordance with the aspect and earn a fate point. Players can voluntarily compel by indicating that an aspect may be causing them problems. It’s up to the GM whether he grants them a fate point for such actions.

 

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