Fate Condensed · 2020 CC-BY SRD
Hostile Invocations or Compels?
Aspects and Fate Points > What Can I Do with Aspects? > Compels > Hostile Invocations or Compels?
Don’t confuse hostile invocations and compels! Though they are similar—they are ways to give a character an immediate problem in exchange for a fate point—they work differently.
A compel creates a narrative change. The decision to compel a character’s aspect isn’t something that happens in-universe; rather, it’s the GM or player proposing a change to the story. The effect can be broad, but the target gets the fate point immediately if they accept the compel, and may choose to refuse the compel.
A hostile invocation is a mechanical effect. The target doesn’t get a chance to refuse the invocation—but as with any invocation, you will need to explain how that aspect makes sense to invoke. And while they do get a fate point, they don’t get to use it in the current scene. However, the ultimate result is much more constrained: a +2 bonus or one reroll of the dice.
Compels let you, as a player or GM, change what a scene is about. They throw a wrench in the narrative. Using them against an opponent is a risky proposition—they might refuse, or accomplish their objective despite the complication thanks to the shiny new fate point you handed them.
Hostile invocations help you in the current moment. In addition to your own aspects, you have your opponent’s aspects available to invoke, giving you more options and making scenes more dynamic and connected.