Jeroth
jeroth.bsky.social
Jeroth
@jeroth.bsky.social
He/Him, Pillow Fort Commander, TTRPG Lover, Critter, Aux Crew, aromantic
In reverse, Lift The Veil would be good for creating aspects and Help or Hinder could just give a simple teamwork benefit, which is a FATE rule we are using.

Honestly, these Moves are probably not balanced, but they work for us and help tell the story I want. Let me know if you want to know more!
March 16, 2025 at 6:59 PM
Now that they are physically teaming up with their "Other Selves" their FATE characters can trigger my new Move by spending a FATE point to help:
Full success they gain Advantage Forward.
Partial success they gain +1 Forward.

This one has not been play tested yet.
March 16, 2025 at 6:59 PM
For both cases I get Hold (1 and 2 respectively) to reflect having someone else in your head:
Take an extra spike in a State
Take Disadvantage Forward
Lose time (minutes, hours, days)

I can't use it until after they use their benefit though.
Plot has forced me to change this Move though.
March 16, 2025 at 6:59 PM
Since the story involves parallel universes, the first Move I made involved becoming "aware of your Other Self" giving them access to their FATE characters aspects or stunts:
Full success is Advantage based on an aspect, partial success is +1 based on a stunt. This Move is not without consequences.
March 16, 2025 at 6:59 PM