Aspects

Creating and manipulating aspects is a major point of the game. You won't be able to overcome certain challenges without them.

Creating Aspects
Creating an Aspect on an animate target requires at least three (3) shifts of effect. If the "relevant skill" for the target is higher, then the skill is the minimum amount. For example: If rolling to create  on a target, use Athletics as a baseline. If the target is a Young Acolyte (athletics of +2), then the manuever must have at least 3 shifts of effect. If the target is a Winged Speed Demon (athletics +5), then the manuever must have at least 5 shifts of effect.

Creating an Aspect on an inanimate target or a scene requires at least two (2) shifts of effect. If the aspect involves reducing or increasing barriers, then the score of the manuever must equal the change.

Identifying Pre-Existing Aspects
Many aspects already exist on a scene, and must only be discovered. These can occur through either "Declaraction" or "Assessment."

A Declaration occurs when a player uses a Fate Point to create an appropriate aspect that did not already exist.

An Assessment occurs when a player uses a Skill Roll to receive information about an aspect that already exists. Depending on the score of the roll, they may be required to guess the aspect. Assessments may be made about Non-player characters, but certain aspects are difficult (if not impossible) to guess without speciic knowledge.

Types of Aspect
Aspects occur in one of three types

Fragile Aspects
These aspects are cheap, easy to make, and are consumed after one use. Examples include:
 * 
 * 
 * 

Persistant Aspects
These aspects require a strong score, or shifts dedicated to making them last. They expire after a certain amount of time, but can be tagged repeatedly, or renewed with an appropriate roll. Examples include:
 * 
 * 
 * 

Fractal Aspects
The Fractal is a recently developed system. Fractal Aspects are serious, significant aspects. Just as a "high concept" aspect represents your character, a "Fractal" aspect represents a character-istic of the scene. Fractal aspects are significant, difficult to ignore, and must be utilized or overcome somehow.

An interesting characteristic of a Fractal Aspect is that it often has a stress bar, skills, and/or abilities of its own.

Examples of Fractal Aspects are:
 * :: O O O O  Erupt+3, Wpn:2
 *  O O O O O O O O / +4 to create unsteady ground maneuvers.
 * Consequences are Fractal Aspects, and have stress bars equal to their creation score (Mild: O O, Moderate: O O O O, etc.)