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| rules:aspects [2025/06/22 18:19] – Ron Helwig | rules:aspects [2025/07/09 23:44] (current) – Ron Helwig | ||
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| << rules: | << rules: | ||
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| # 🧬 Aspects | # 🧬 Aspects | ||
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| Aspects are used for nearly all action rolls, defenses, and challenges. They’re at the heart of how your character expresses their strengths. | Aspects are used for nearly all action rolls, defenses, and challenges. They’re at the heart of how your character expresses their strengths. | ||
| + | |||
| + | --- | ||
| ## 🔢 Calculating Aspects | ## 🔢 Calculating Aspects | ||
| - | Each Aspect is the **sum of two attribute | + | Each Aspect is based on the **sum of two raw attribute |
| - | - **Agility** | + | $$Â |
| - | - **Willpower** = CHA + WISÂ | + | \text{Aspect Value} |
| - | - **Discipline** = CON + INT | + | $$ |
| - | > Example: If your STR is +1 and your DEX is +2, your **Agility** is **+3** | + | > “Ceil” means to round up. For example, ceil(1.2) = 2 and ceil(–1.8) = –1. |
| + | Â | ||
| + | This determines the number of **d4s** you roll when using that Aspect. Aspect values are typically between **0 and 5** for beginning characters, but **negative values are possible** — especially for characters with low attribute scores or penalties from Body Type. | ||
| + | Â | ||
| + | > You’ll never roll fewer than **1d4** when a roll is called for, even if your Aspect | ||
| + | Â | ||
| + | ### Examples | ||
| + | Â | ||
| + | **Example 1** Â | ||
| + | STR 15 + DEX 13 = 28 Â | ||
| + | $$Â | ||
| + | \left\lceil \frac{28 - 20}{2} \right\rceil = 4Â | ||
| + | $$ Â | ||
| + | → Aspect | ||
| + | Â | ||
| + | **Example 2** Â | ||
| + | CHA 9 + INT 8 = 17 Â | ||
| + | $$Â | ||
| + | \left\lceil \frac{17 - 20}{2} \right\rceil = \left\lceil -1.5 \right\rceil = -1Â | ||
| + | $$ Â | ||
| + | → Aspect **–1** | ||
| + | Â | ||
| + | **Example | ||
| + | CON 13 + WIS 10 = 23 Â | ||
| + | $$Â | ||
| + | \left\lceil \frac{23 - 20}{2} \right\rceil = \left\lceil 1.5 \right\rceil = 2Â | ||
| + | $$ Â | ||
| + | → Aspect **2** | ||
| The full list of standard Aspects can be found in the | The full list of standard Aspects can be found in the | ||
| [[rules: | [[rules: | ||
| + | |||
| + | --- | ||
| ## 🎲 Using Aspects in Play | ## 🎲 Using Aspects in Play | ||
| Line 25: | Line 57: | ||
| Examples: | Examples: | ||
| - | - **Presence** (STR + CHA) to intimidate a bandit | + | - **Presence** (STR + CHA) to intimidate a bandit |
| - | - **Reflex** (DEX + WIS) to cross a narrow beam | + | - **Reflex** (DEX + WIS) to cross a narrow beam  |
| - | - **Insight** (INT + WIS) to understand someone’s motives | + | - **Insight** (INT + WIS) to understand someone’s motives |
| - **Willpower** (WIS + CHA) to maintain concentration on a spell | - **Willpower** (WIS + CHA) to maintain concentration on a spell | ||
| - | The Aspect value determines your **d4 dice pool**. | + | Your Aspect value determines your **d4 dice pool**. |
| See [[rules: | See [[rules: | ||
| - | ## đź§© Variant Rule: Aspect Modifiers | + | ---Â |
| + | Â | ||
| + | ## đź§© Variant Rule: Aspect Modifiers | ||
| If you're adapting this system to a **d20-style mechanic** (e.g. a 5e hack or something like [[research: | If you're adapting this system to a **d20-style mechanic** (e.g. a 5e hack or something like [[research: | ||
| - | - Add the two relevant **attribute modifiers**Â | + | $$Â |
| - | - Divide by 2 and **round down** | + | \text{Aspect Modifier} = \left\lfloor \frac{\text{Modifier A} + \text{Modifier B}}{2} \right\rfloor |
| + | $$ | ||
| - | > Example: CON + INT = +3 +1 → total 4 → 4 ÷ 2 = **+2** | + | > “Floor” means to round down. For example, floor(2.9) |
| This makes Aspects behave like traditional skill bonuses or saving throw modifiers and allows easy conversion between systems. | This makes Aspects behave like traditional skill bonuses or saving throw modifiers and allows easy conversion between systems. | ||
| + | |||
| + | --- | ||
| ## đź’ˇ Why Use Aspects? | ## đź’ˇ Why Use Aspects? | ||
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| Aspects provide major benefits: | Aspects provide major benefits: | ||
| - | - ✅ Replace **skills and saving throws** with a single, elegant system | + | - ✅ Replace **skills and saving throws** with a single, elegant system |
| - | - ✅ Reflect **how characters combine traits**, not just max a single stat | + | - ✅ Reflect **how characters combine traits**, not just max a single stat  |
| - | - ✅ Encourage **creative thinking** and justification of approach | + | - ✅ Encourage **creative thinking** and justification of approach |
| - | - âś… Make character sheets **simpler** and gameplay more flexible | + | - âś… Make character sheets **simpler** and gameplay more flexible |
| Aspects are designed to reduce complexity while increasing character depth and tactical variety. Once you're familiar with them, they’ll become second nature. | Aspects are designed to reduce complexity while increasing character depth and tactical variety. Once you're familiar with them, they’ll become second nature. | ||
| > Ready to see the full list? Check the [[rules: | > Ready to see the full list? Check the [[rules: | ||
| - | |||
