For example, a player may choose to give their character an aspect of "Brawny" (or "Muscle Man" or "Wiry Strength") during play, the player may invoke those aspects to gain a temporary bonus in a relevant situation. Aspects, on the other hand, are always defined by the player. Stunts are exceptional abilities that grant the character a specific mechanical benefit these may be drawn from a pre-defined list of stunts included in the rules, or created following guidelines provided by the authors. Situational aspects describe the scene, and may be created and used by the GM, or by players using the create advantage action with a relevant skill. An example given in the rule book refers to the GM invoking a player character's Rivals in the Collegia Arcana aspect to have said rivals attack them in the bath so they don't have access to their equipment. Aspects may also be compelled to influence the setting by offering the person with the aspect a fate point (which they can refuse by spending one of their own) to put them at a disadvantage relevant to the aspect. A relevant aspect can be invoked to grant a bonus to a die roll (either adding +2, or allowed a re-roll of the dice) this usually costs the player or GM a fate point. Īn aspect is a free form descriptor of something notable about either the character or the scene. Exceptional abilities are defined through the use of Stunts and Aspects. Skills may perform one or more of the four actions: attacking, defending, overcoming obstacles (a catch-all for solving problems) or creating an advantage (see below). Instead, it uses a long list of skills and assumes that every character is "mediocre" in all skills except those that the character is explicitly defined as being good at. Probability of results in the Fate system.įate is derived from the Fudge system, primarily that earlier design's verbal scale and Fudge dice, but most versions of Fate eschew the use of mandatory traits such as Strength and Intelligence.
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