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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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# 🧬 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 | ||
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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: | ||
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