Aspects

Aspects define the essentials of what a character is all about. All Transformers share these common characteristics, and therefore have a common list of what their Aspects are. The format of these Aspects is essentially formalizing details available on the Tech Specs Cards from Transformers of the 80s, potentially allowing for porting those profiles into Transformers Fate with minimal effort.

Transformer Aspects
Unlike most Fate Aspects, it is expected that not all of these Aspects will be often be compelled, and not all of them will be common to invoked. Instead, it is expected that some of these will be what earns a player Fate Points (tracked in Energon), and others will be what the Transformer spends their Energon on.

Transformer Species Aspects
Beyond the above Aspects, characters also have access to additional Aspects that define characteristics ket to the identity of what it is to be a Transformer. While the list of these Aspects can and should be tailored to each campaign setting, this is a general list usable as Transformer Species Aspects:

Campaign Aspects
Similar to Transformer Species Aspects, characters should also have access to additional Aspects specific to each campaign setting. These in turn help capture the feel of the world the characters live within. Campaigns should look to have 4-7 Aspects.

Encounters with Death
Transformers may die and return to life, tracked on the back of their character sheet as an Encounter with Death. These encounters each function like an Aspect for the character, as they were permanently impacted by the experience of dying and returning. Characters are usually compelled by these Encounters more than they are invoked, but it is definitely possible to expend Energon to enhance rolls based on prior deadly experiences a character had.

Memory Logs
Though not quite full permanent Aspects of a character, prior encounters recorded in a character's Memory Log can function like an Aspect when it makes sense.