<< rules:attributes ^ rules:start ^ rules:aspect_table >> # 🧬 Aspects **Aspects** represent the interplay between two attributes. Unlike traditional RPGs that rely on single stats or long skill lists, this system uses **attribute pairings** to determine how your character interacts with the world. 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 Each Aspect is based on the **sum of two raw attribute scores**, using this formula: $$ \text{Aspect Value} = \left\lceil \frac{\text{Attribute A} + \text{Attribute B} - 20}{2} \right\rceil $$ > “Ceil” means to round up. For example, ceil(1.2) = 2 and ceil(–1.8) = –1. 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. > You’ll never roll fewer than **1d4** when a roll is called for, even if your Aspect is negative. ### Examples **Example 1** STR 15 + DEX 13 = 28 $$ \left\lceil \frac{28 - 20}{2} \right\rceil = 4 $$ → Aspect **4** **Example 2** CHA 9 + INT 8 = 17 $$ \left\lceil \frac{17 - 20}{2} \right\rceil = \left\lceil -1.5 \right\rceil = -1 $$ → Aspect **–1** **Example 3** CON 13 + WIS 10 = 23 $$ \left\lceil \frac{23 - 20}{2} \right\rceil = \left\lceil 1.5 \right\rceil = 2 $$ → Aspect **2** The full list of standard Aspects can be found in the [[rules:aspect_table|Aspect Table]]. --- ## 🎲 Using Aspects in Play When you take an action, the GM will call for a roll using the **Aspect** that best fits the situation. Examples: - **Presence** (STR + CHA) to intimidate a bandit - **Reflex** (DEX + WIS) to cross a narrow beam - **Insight** (INT + WIS) to understand someone’s motives - **Willpower** (WIS + CHA) to maintain concentration on a spell Your Aspect value determines your **d4 dice pool**. See [[rules:dice_pool]] for how rolls work and how Aspect values scale action economy. --- ## 🧩 Variant Rule: Aspect Modifiers (for d20-style systems) If you're adapting this system to a **d20-style mechanic** (e.g. a 5e hack or something like [[research:daggerheart|Daggerheart]]), you can convert each Aspect to a **single modifier**: $$ \text{Aspect Modifier} = \left\lfloor \frac{\text{Modifier A} + \text{Modifier B}}{2} \right\rfloor $$ > “Floor” means to round down. For example, floor(2.9) = 2 and floor(–1.2) = –2. This makes Aspects behave like traditional skill bonuses or saving throw modifiers and allows easy conversion between systems. --- ## 💡 Why Use Aspects? Aspects provide major benefits: - ✅ Replace **skills and saving throws** with a single, elegant system - ✅ Reflect **how characters combine traits**, not just max a single stat - ✅ Encourage **creative thinking** and justification of approach - ✅ 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. > Ready to see the full list? Check the [[rules:aspect_table|Aspect Table]] for names, pairings, and common uses.