|
Characters have a set of attributes called Aspects. Aspects cover a wide range of elements and should collectively paint a picture of who the character is, what she’s connected to, and what’s important to her (in contrast to the “what can she do” of skills). Aspects can be relationships, beliefs, catchphrases, descriptors, items or pretty much anything else that paints a picture of the character. Some possible aspects are shown here. Sample Aspects
An aspect can be used to give you a bonus when it applies to a situation. Doing this requires spending a fate point (see below). In this capacity, called invoking an aspect, it makes the character better at whatever it is he’s doing, because the aspect in some way applies to the situation (such as “Dapper” when trying to charm a lady). An aspect can also allow you to gain more fate points, by bringing complications and troubling circumstances into the character’s life. Whenever you end up in a situation where your aspect could cause you trouble (such as “Stubborn” when trying to be diplomatic), you can mention it to the GM in the same way you mention an aspect that might help you. Alternately, the GM may initiate this event if one of your aspects seems particularly apt. In either of these two cases, this is called compelling an aspect, and its effect is that your character’s choices are limited in some way. If the GM initiates or agrees to compel the aspect, you may get one or more fate points, depending on how it plays out.
|
Characters in TCOA have 12 aspects, two from each of the five phases of
the character's creation, and two special ones:
|
|
More than anything else, aspects are a player’s most explicit way of telling the GM, “This is the stuff I want to see in the game”. If the player picks an aspect like “Death Defying”, then he should be able to fully expect that the GM will put him in death-defying situations. GMs should want players to use their aspects; players should pick the ones they want to use, and GMs should encourage them to choose aspects that will be both interesting and useful. Once a player decides on an idea for an aspect, he needs to figure out what aspect name best describes what he intends; there are usually many possible names for a desired aspect, which can make this choice somewhat difficult. However, most of the time, an aspect is going to be a phrase, a person or a prop. A phrase can be anything from a descriptive phrase (“Strong As An Ox”) to a simple descriptor (“Strong”), or even a literal quote (“No One Is Stronger Than Gerard!”). Phrase aspects come into play based on how well the situation matches them; a colorful phrase adds a lot of flavor and innately suggests several different ways to use it. This potentially makes phrase aspects some of the most flexible aspects in the game. A person can be anyone important to the character. A friend, an enemy, a family member, a sidekick, a mentor – as long as someone matters to the character, he makes an appropriate aspect. A person aspect is most easily used when that person is in the scene with the character, but the aspect can come up in other ways, depending upon the person’s history and relationship with the character. For example, if a character has his mentor as an aspect, that aspect might be useful for things his mentor would have instructed him on. Props are things, places or even ideas – anything external to the character that isn’t a person. A prop can be useful if it’s something the character has with him, or if it’s the crux of a conflict, but it may also imply things about the character, or even be useful in its absence (if only I had my “Trusty Toolbox”!). |
Some Sample Aspects from Amberite Elders:
|
| Much more on Aspects and lots of ideas for them is available at the SOTC SRD |
|
Every player begins the first session of the game with a number of fate points (FP) equal to how many aspects he has. In TCOA, as seen above, this is 12. Fate points give players the ability to take a little bit of control over the game, either by giving their character bonuses when they feel they need them, or by taking over a small part of the story. Characters may in TCOA, at any point, spend a fate point to gain a bonus, invoke an aspect, tag an aspect, make a declaration.
|