Aspects

Aspects are a phrase, a quote, or a sentence that defines a truth about a character. These truths typically relate to the world, other characters, or an important ideal or struggle. Aspects cover a wide range of elements and define what makes your character unique—basically, they describe the core of your character's identity. They say who you *are* rather than what you *do*.

**A character generally starts with three aspects**, but may add more as significant events occur in their life. E.g. a character who shattered the phylactery of an ancient lich, but bound the spirit within themselves to prevent its escape might get the aspect *Final Seal of the Corpse King*.

### Uses of Aspects

* A GM can **compel** an aspect when the player is in a situation where following that aspect would lead to a detriment for player or party. The player is offered a hero point and, if they accept it, must perform the compelled action, although they may tweak it to better adhere to the character's aspects or bargain with the GM for a different interpretation.
* If a player refuses the compel, a GM can **up the ante** offering additional hero points to that player or others for behaving in a particular way in line with an aspect.
* A player may **invoke** an aspect once a session to gain advantage to a roll that substantially relies on the capabilities of that aspect.
* A player may **develop a scene** using a related aspect to declare a fact or circumstance that would be of benefit to your character. This costs a hero point, however the GM may waive this cost for limited developments or ones they believe are particularly good for the story. For example, you could invoke your character's *Nicto Kurasis* aspect to declare that a nearby business is actually a mob front. The GM is always free to refuse such a development for any reason.
* Aspects grant access to a customized **Path of Fate** for each aspect taken (TBD).

### Advice for Good Aspects

* a good aspect should have both positive and negative elements
* a good aspect should be worded so that the player can invoke them for a bonus, and the narrator compel them for a hero point.
* a good aspect can reveal something that the character may not even know about themselves.

### Examples

* Significant personality traits or beliefs (Sucker for a Pretty Face, Never Leave a Man Behind, The Only Good Tsyntavian Is a Dead Tsyntavian).
* The character’s background or profession (Educated at the Academy of Blades, Born a Spacer, Cybernetic Street Thief).
* An important possession or noticeable feature (My Father’s Bloodstained Sword, Dressed to the Nines, Sharp Eyed Veteran).
* Relationships to people and organizations (In League with the Twisting Hand, The King’s Favor, Proud Member of the Company of Lords).
* Problems, goals, or issues the character is dealing with (A Price on My Head, The King Must Die, Fear of Heights).
* Titles, reputations, or obligations the character may have (Self-Important Merchant Guildmaster, Silver-Tongued Scoundrel, Honor-Bound to Avenge My Brother).

You'll notice that for each of these, there's generally more than one concept present, or a concept is complicated or tinted by a refinement. You're not just a guildmaster, you're self-important guildmaster who sees himself as a merchant first. Note though that these do not necessarily reflect your character's view of themselves. They are a truth, rather than a perception.

### Character Aspects

#### Jamra

**The Inferno Passes, the Cinder Remains** - I am only a pale reflection of my people's heritage, a mark of where they have passed sown their wild oats. Yet I still bear some remnant of their power, their grandeur, and their deadly pride. I aspire to emulate them and loathe my inadequacies.

**Earning My Mother's Love** - The Efreeti built their empire on trade. I lack their flame, but perhaps brilliance may be shown another way. If I can just become wealthy and powerful enough, I will be able to return home.

**I Wish I May, By Wish My Might** - Although they are the instruments of my people's oppression, I still retain my childhood joy for the raw force of creation within wishes. I secretly love to see the wonder and awe of mortals when I grant their wishes.

**She Can Walk Another Road** - There is still hope for Agate to be better than me, better than this world. I must guide her to a better fate and protect her from harm. (Gained during Agate's aging)

#### Milady

**Mother of My People -**My childhood was full of mothers, and they each sacrificed themselves to keep me alive. Now, I will protect those I consider my family at any cost.

**Soul Food** **-** Tea helps any situation, even if it may be the problem. When stressed, I find it helps to have a cup of hot tea.

**Loxodons Know Best** **-**Mine is a long-lived people. With all the wisdom I have accrued, I almost always know the best course of action.

#### Nix

**Trust No One -** In this line of work it's a safe bet that everyone is out to get me. I'll rely on people when I have to, but no one can be completely trusted.

**Knowledge is Power -** It's always better to know as much as possible before taking action. If I know more than my opponent they will fall that much faster.

**Protect Those Who Need It** **-** The world isn't fair, and there are a lot of people who can't do the things I can. If I can help someone out, maybe I can prevent them from having to take the paths I have.

#### Orentha

**O' Captain, My Captain** - My loyalty is to my comrades, and I will do nearly anything to protect them while they are fighting with her. She may disagree with them, but her first consideration is always their well-being.

**Fool Me Twice** - I am suspicious of anyone giving order or in a position of authority. I will always take a more democratic approach to decision making.

**Between Two Worlds** - It's hard to fight your nature. I want to be better than I am, but I find that I often fight between who I was raised to be and who I have trained to be. Managing disparate perspectives can complicate situations.