Skip to main content

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.

Popular posts from this blog

Dungeon Crate, May 2016

For my birthday last month, my friends got me a subscription to DungeonCrate.  This service is the RPG-focused entry in the current "crate" craze, where you pay a subscription fee and a box of themed stuff is sent to your home monthly, quarterly, or whatever. Well, my first crate arrived today, and I thought I'd go through it here on the blog.

Discworld RPG Review

The Discworld Roleplaying Game is a standalone fantasy RPG written by Phil Masters with rules based on GURPS Fourth Edition by Steve Jackson Games. It is the second edition of Discworld RPG, following the original GURPS Discworld published in 1998 and reprinted under the Discworld RPG name in 2002.

For those who may not be familiar, Discworld is the setting of an extremely popular series of fantasy novels written by Sir Terry Pratchett. The Disc consists of a flat, circular plane resting on the backs of four elephants who in turn stand on the shell of an enormous turtle which swims through space. It began as a fairly traditional — if satirical — fantasy world, but through over 40 novels, Pratchett advanced the setting into a rich canvas on which to poke fun at the peculiarities of modern life.

The first edition of the Discworld RPG was based on GURPS Third Edition, and it included GURPS Lite, a pared down version of the core system. Still, it relied perhaps too much on knowledge of th…

Voting Is Live For The 2016 Ennie Awards

The 2016 Ennie Awards are now open for voting. Go to to vote for the great gaming products in two dozen categories.

While you’re there, I hope you’ll consider voting for It’s Element-ary! for Best Family Game. I’m up against some very worthy competition, and I’m honored just to be nominated. But who knows what could happen, right?