Double post
Maybe I'm confused over what it means to place an aspect on the scene vs a maneuver or invoking an aspect. Reading YW105 on Scene aspects is it implying you can invoke a Scene aspect at anytime at no cost? The scene compels seem to take the role of scene length effects (-2 shifts to use ranged weapons in the PITCH BLACK building for the whole scene).
In case I didn't answer it in my last post..
Maneuver to create an aspect.
Maneuvers are when your
character actively does something to change the scene:
scene maneuvers- it's fairly easy to do that. "OVERTURNED TABLE" might only require an Average +1 roll. The difficulty of a maneuver is up to the GM and how easy it would really be to do. Trying to put PITCH BLACK on the scene when you're in a glass room on a sunny day would be pretty hard to do.
If someone is actively trying to prevent you from overturning the table, you'd have to beat their defense. Maybe they're using Might to prevent you from creating the aspect.
Maneuvers On another character: Tripping, distracting, flanking, tangling, etc...
This is resisted by the target.
Assessments to create aspects:You can use an assessment to DISCOVER an aspect on a scene or character: This could be using empathy to discover a character's aspect, alertness to discover a scene aspect (like 'hidden door'; 'Fire Detector'). Scholarship, Contacts, investigation, empathy, alertness are usually used to make assessments. Basically, it's searching for information about a scene or person/business etc...
DeclarationIt's effectively an assessment except your
character doesn't do it. It's something the
player does. It's a total metagaming tool. You, as a player, are adding details to the scene/story. There's a fire-hydrant on the scene. It doesn't always create an aspect but it might be required for a maneuver. You need to successfully declare the fire-hydrant before you do an action to put "EVERYTHING IS WET" on the scene.
I don't tend to allow adding details to NPC's...but sometimes it's fun. You might declare that an enemy has his SHOE UNTIED. On it's own, it does nothing, but it might help you TRIP him.(give you a +2 bonus for a TRIP maneuver)
Now that he's tripped, you could compel him to be unable to change zones or run away by using the free tag you got for successfully maneuvering. That compel might last until he removes the TRIPPED aspect.
Using aspects: Whoever discovers/creates an aspect gets to tag it for free one time. After that, it costs a FP. Anyone can use an aspect on the scene as long as it's not hidden but it costs a FP.
I'm not sure if I've answered any of your questions.....