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Convergences: Invoking for Effect

In previous posts, I've talked about creating Convergences, moments in time (scenes) imbued with magical power through rituals. Convergences then provide aspects and even stunts the ritualists can use in that scene.

The Fate System Toolkit expands on the idea of invoking an aspect for effect, rather than a bonus to a roll. This is a perfect mechanic to reinforce the idea that magic can break the rules and let characters do things they couldn't otherwise try.

When rolling for a Convergence ritual, each action can produce an aspect (or possibly a stunt). If the player creating an aspect can think up an appropriate effect, jot it down. If nothing comes to mind at the time, don't worry about. Later, during the Convergence scene, something may happen that suggests a good effect.

Invoking for effect requires a free invoke or a fate point, just like invoking an aspect for a bonus. Since Convergence aspects are available only to those specified during the ritual, only those characters can invoke them for effect.

Here are some examples of Convergence aspects that can be invoked for effect.

Everything In Its Place

Effect: Spend a fate point to anchor yourself to a zone. While you are in that zone, you cannot be forced to leave it. If you leave the chosen zone, you can give up your anchor at any time to teleport instantly back to that zone.

Perfect Coordination

Effect: Spend a fate point to instantly know the location of everyone else included as part of the Convergence ritual.

Scrapyard Spirits

Effect: Spend a fate point to summon a golem made of broken machinery and trash in the area. Treat this golem as an Average nameless NPC that follows your orders for the remainder of the scene or until taken out. Only one such golem can be active at a time.

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