Difference between revisions of "Aspects"
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| − | We | + | !!! We're currently not using these rules. Instead, see: [[House_Rules_ToA#Flair.2C_Groove.2C_and_Source|Flair, Groove, and Source]]. |
| − | Aspects are a powerful tool for role-playing and growing your character. The idea of | + | |
| + | We use a modified version of the Ideal, Bond, & Flaw system of D&D 5E. We treat those things as optional. Instead, we focus on Aspects. | ||
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| + | Aspects are a powerful tool for role-playing and growing your character. The idea of Aspects comes from the Fate RPG system. "An aspect is a phrase that describes something unique or noteworthy about whatever it's attached to." (''Fate Core'', p. 56) Aspects are connected to Inspiration. When you do something that demonstrates an Aspect, you may earn Inspiration. Conversely, if you often earn Inspiration from doing a particular thing, that thing may be something you want to embrace as an Aspect. | ||
== Choosing Aspects == | == Choosing Aspects == | ||
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Once you've played your character for at least a few episodes, I strongly encourage you to ask others what they see as one your possible aspects. You could even have an in-character conversation. Unbound beings know about the power of aspects. | Once you've played your character for at least a few episodes, I strongly encourage you to ask others what they see as one your possible aspects. You could even have an in-character conversation. Unbound beings know about the power of aspects. | ||
| − | == | + | == Suggestions == |
| − | + | You have three Aspects. Over time, you can change an Aspect almost anytime, in consultation with the DM. The table below includes suggestions, with examples for two Edgewar NPCs. Max and Bron aren't Unbound, but any being can have Aspects. | |
{| class="wikitable" style="text-align: center; | {| class="wikitable" style="text-align: center; | ||
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!Suggestion | !Suggestion | ||
!Max | !Max | ||
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|A short flavorful description | |A short flavorful description | ||
| − | | | + | |Your girl in the chair |
| − | | | + | |A war spirit with BIG GUNS |
|- | |- | ||
| − | |||
| − | |||
|An adjective + your subclass | |An adjective + your subclass | ||
| − | | | + | |An unflappable comms specialist |
| − | | | + | |A boisterous brawler |
|- | |- | ||
| − | |||
| − | |||
|Your professional specialty | |Your professional specialty | ||
| − | | | + | |Far from home (Flaw) |
| − | | | + | |A fierce friend (Ideal) |
|- | |- | ||
| − | |||
| − | |||
|Your role in the team | |Your role in the team | ||
| − | | | + | |Anticipating your needs |
| − | | | + | |Infil? Exfil? NO PROBLEM! |
|- | |- | ||
| − | |||
| − | |||
|Your reputation in your field | |Your reputation in your field | ||
| − | | | + | |Part of an elite team |
| − | | | + | |Trigger-happy |
|- | |- | ||
| − | |||
| − | |||
|Your public reputation | |Your public reputation | ||
| − | | | + | |Tough but fair in swapping intel |
| − | | | + | |Prefers to leave nothing but ashes |
|- | |- | ||
| − | |||
| − | |||
|Your legend | |Your legend | ||
| − | | | + | |Laid down the SpiritNet protocols that everyone uses |
| − | | | + | |Flew into fire without hesitating |
|} | |} | ||
Latest revision as of 14:14, 4 July 2025
OOC
!!! We're currently not using these rules. Instead, see: Flair, Groove, and Source.
We use a modified version of the Ideal, Bond, & Flaw system of D&D 5E. We treat those things as optional. Instead, we focus on Aspects.
Aspects are a powerful tool for role-playing and growing your character. The idea of Aspects comes from the Fate RPG system. "An aspect is a phrase that describes something unique or noteworthy about whatever it's attached to." (Fate Core, p. 56) Aspects are connected to Inspiration. When you do something that demonstrates an Aspect, you may earn Inspiration. Conversely, if you often earn Inspiration from doing a particular thing, that thing may be something you want to embrace as an Aspect.
Choosing Aspects
As an Unbound, your aspects are especially important. They mark how you see yourself, and they may also mark how others see you. When choosing an aspect, try leaning into an archetype and/or a fundamental attitude. For example, Max is "your girl in the chair." A "person in the chair" is an archetype (or trope) that's very appropriate for Edgewar. Furthermore, Max is "your girl," which emphasizes her strong duty to her comrades.
In addition or instead of archetypes, you might use an:
- Ideal
- Bond
- Flaw
- Major achievement, especially something positive you added to the Wheel
- Enduring regret, especially something negative you added to the Wheel
- Long-term goal
If you're looking for examples, here are some lists of aspects.
Once you've played your character for at least a few episodes, I strongly encourage you to ask others what they see as one your possible aspects. You could even have an in-character conversation. Unbound beings know about the power of aspects.
Suggestions
You have three Aspects. Over time, you can change an Aspect almost anytime, in consultation with the DM. The table below includes suggestions, with examples for two Edgewar NPCs. Max and Bron aren't Unbound, but any being can have Aspects.
| Suggestion | Max | Bron |
|---|---|---|
| A short flavorful description | Your girl in the chair | A war spirit with BIG GUNS |
| An adjective + your subclass | An unflappable comms specialist | A boisterous brawler |
| Your professional specialty | Far from home (Flaw) | A fierce friend (Ideal) |
| Your role in the team | Anticipating your needs | Infil? Exfil? NO PROBLEM! |
| Your reputation in your field | Part of an elite team | Trigger-happy |
| Your public reputation | Tough but fair in swapping intel | Prefers to leave nothing but ashes |
| Your legend | Laid down the SpiritNet protocols that everyone uses | Flew into fire without hesitating |
(FYI, 5E's Inspiration system is clearly a descendant of Fate's "fate points" system. The Fate Core rulebook is available here, as pay-what-you-like.)