Aspects - MOSAIC FATE

This is a MOSAIC Strict envisioning of the FATE system’s Fate Point economy

Aspects

Characters, objects, locations and scenes (and anything else you want) have Aspects, short phrases describing something you want to highlight about the entity.

(todo: examples)

PCs are recommended to have at least three aspects.

Important NPCs are recommended to have at least one aspect.

Most good Aspects should have both positive and negative facets to them, but see below.

High Concept

Characters may optionally have a High Concept, an Aspect defining who the character is at their core, how they (or their player) envision themself as, e.g.

Trouble

Characters may optionally have a Trouble, a primarily negative Aspect describing a particular type of problem for the Character. Examples include:

This list is for inspiration and in no way exhaustive.

Troubles should almost never be beneficial to the character.

Transient Aspects

Some Aspects may be inherently transient, of any duration, e.g.

These Aspects are simply removed when they expire, or perhaps become new Aspects e.g.

Fate Points

Players have a number of Fate Points that they will gain and spend in play.

GMs are considered players with an unlimited number of Fate Points.

Compels

The GM can compel a player through an Aspect of their character by offering them a Fate Point to add a complication to the scene or setting relating to the Aspect. This is vital, to use this rule the complication must be a consequence of an Aspect. If the player accepts, they get a Fate Point, but if they don’t they must instead give a Fate Point to the GM. This does mean that a player without Fate Points must accept any compel.

Players are also encouraged to self-compel, that is to ask the GM for an appropriate compel or to remind them that the complication introduced was because of their aspect so they deserve a Fate Point.

In addtion, players may compel each other’s characters in this way, but they must offer a Fate Point of their own; if the compel is accepted, the offerer gives their Fate Point to the target’s player.

(TBD: give Fate Point to refuse?) (TBD: Escalating on refusal?)

Invocations

During play a character’s player may invoke an Aspect when it affects their action or situation, e.g. :

When an aspect is invoked, the player consumes one of their Fate Points and gets some related benefit for their character.

In some situations, Aspects can be invoked against a character, usually by someone opposing them, e.g.

In these cases the invoking player spends the Fate Point and the target has some negative consequence.

A single Aspect can be invoked no more than once per action/situation, but multiple distinct Aspects may be invoked.

Declarations

A Fate Point can also be spent to make a declaration, a fact that is now true in the narrative, either proactively or retroactively, so long as it “makes sense”. Aspects can be used to justify the declaration, but are not required.

Generally these declaractions will be about the scene, setting, or one’s own character, although they can be made about other PCs at the player’s discretion or NPCs at the GM’s discretion:

Often when a declaration is made an aspect will be added, e.g.

The table as a group is encouraged to determine if the declaraction is allowed, and it’s okay (even encouraged) to accept less realistic declarations that are fun.