Author Topic: A question about maneuvers  (Read 1625 times)

Offline jrs100000

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A question about maneuvers
« on: March 26, 2013, 05:15:21 AM »
Im fairly new to this game and working hard to get all the rules down before I start bringing players in, and I am a bit confused about exactly what effects can occur from an aspect placed by a maneuver.  It seems that the standard is a one time +2 bonus that the character who applied the maneuver can use or pass off for a limited time, depending on how well the maneuver landed.  There are hints that other things might be possible.  Specifically, the Venomous Claws ability adds Poisoned which makes continued attacks until the victim concedes or is taken out, and there is a paragraph about special weapon effects existing near the end of the book.  It seems like this sort of effect would have a lot of uses, from Molotov cocktails to entropy curses, but Im not seeing much in the way of rules or examples for these sorts of aspects. 

Are there any rules that Im missing here, or would making alternate effect aspects have to be a homebrew project?

Offline Vairelome

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Re: A question about maneuvers
« Reply #1 on: March 26, 2013, 06:25:44 AM »
Temporary Aspects placed by a maneuver can be "sticky" or "fragile."  A fragile Aspect lasts until it first tagged, then disappears--it's sort of a one-shot, single-use Aspect.  Sticky Aspects don't go away the first time they are used; they last until a second action is taken to specifically remove the Aspect.

Example:  You can maneuver using Guns to place an "In My Sights" Aspect on a target; this is usually fragile, and goes away when you tag the Aspect for an attack action using Guns versus that target.

Example:  A badly misfired ;) Evocation spell can put the "On Fire!!!" Aspect on the zones that make up a building; this is a sticky Aspect that remains until actions (generally maneuvers) are taken to put out the blaze.

In general, if you want to take advantage of a particular Aspect, you pay a FP and choose one of the three options (see below).  If you were the one that placed the Aspect--usually by maneuver, but Consequences taken by your opponent due to your successful attacks also count--you get a "free tag" on that Aspect for a short time (that you may use or pass off, as you said).  That tag is free because it doesn't cost a FP to use.  If the Aspect is fragile, it goes away after the free tag; if it's sticky, you may pay a FP in later rounds to use it again.

If you want to take any sort of action, and you know of one or more Aspects that should help you succeed, you may pay one FP per Aspect (before or after your roll, as appropriate) and tag each of them for one of the following effects:
  • +2 to that roll*,
  • a chance to reroll your FATE dice (only do this if you rolled -2 or worse on the dice), or
  • invoke the Aspect for effect.
The last option can be the most powerful, but it's also the broadest and sometimes the most confusing option.  Invoking for effect is when you note the existence of an Aspect, and then state its relevance to the situation in terms of limiting or expanding options available to someone.  This is all about how creative you can be.

Example:  You use Stealth to place a "Ninja Ambush!" Aspect on yourself.  Next round, you free tag Ninja Ambush! and invoke it for effect as part of a Weapons attack against an unsuspecting enemy sentry.  Because this is a Ninja Ambush!, the sentry wasn't expecting your attack, is surprised, and his Athletics is treated as Mediocre (+0) for any dodge against that attack.

Example:  In Death Masks, Harry Dresden gets captured and awakens handcuffed under a shower of freezing-cold water.  Because flowing water grounds out magical energy, Harry realizes that he can't use magic to escape the situation unless he's able to get out of the water.  Essentially, Harry's captor placed the Aspect "Cold Shower" on Harry (and also "These Handcuffs Are Not Fuzzy"), and then invoked it for the effect of preventing Harry from using magic until the Aspect was removed.  (These Handcuffs Are Not Fuzzy was also invoked for the effect of preventing Harry from making maneuvers to get out of the water.)

*A small technical detail that most people ignore is that the +2 bonus is what you get if it's obvious or you can quickly explain why this Aspect should help that action.  You can pay a FP and tag any Aspect for a +1 bonus.  From what I understand, the +1 option is almost never used, but it's available for when you desperately need that last bit of help and happen to have more FP to burn than relevant Aspects to spend them on, since you can only use any particular Aspect once per action.

Offline S1C0

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Re: A question about maneuvers
« Reply #2 on: March 26, 2013, 06:29:33 AM »
The way i use aspects are like statementing a weakness an enemy has and exploiting it or setting things up for a favorable affect like roll wep to trow a flare in a cave for well lit aspect or trowing a flash bang into a new tunnel to tag the unstable earth aspect you make with a scholarship check on the walls of the tunnel
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Offline Sanctaphrax

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Re: A question about maneuvers
« Reply #3 on: March 26, 2013, 10:23:30 PM »
Long story short:

A successful maneuver creates an Aspect that you can invoke once for free. Normally invokes are used to give +2 to a roll (or a re-roll), but they can in theory do absolutely anything that the GM thinks is fair.

Aspects do nothing unless invoked.

Some Powers create special Aspects with special effects, which may break the above rules somewhat.

Offline Tedronai

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Re: A question about maneuvers
« Reply #4 on: March 27, 2013, 03:13:24 AM »
Aspects do nothing unless invoked.

Or Compelled.
Even Chaotic Neutral individuals have to apologize sometimes. But at least we don't have to mean it.
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