Creating Aspects

What is an Aspect;

An aspect is a short desciprion/frase that describes a part of your character, his personality, what he can do, who he knows, etc. It should be reasonably unique so describing you’r a Noble Lord can be a bit generalistic. Somthing more like Charismatic Orlesian General implies more then just one thing. Below some exaples what an aspect can describe.

  • Something you are. Your job, your nationality, your hobby, your race, whatever.
  • Something you do. More of an avocation – helping the helpless, reading voraciously, good cook, things like that.
  • Something you say. A catchphrase, or a line that sums up some facet of your character.
  • Someone you know. A friend, an enemy, a rival, a lover, a family member, and so on.
  • Something you have. An item with special meaning for you – your grandfather’s sword, a custom car, a friendship bracelet from your daughter.

Each character can choose up to SEVEN Aspects at the start of character creation. If you can provide a reasonable explanation why a certain aspect might change or added to make the seven you are able to do so. These occur between sessions. The High-Concept and Trouble rarely change, though it might happen when a great change occurs in your character.

Aspect 1: High Concept

Think of this aspect like your job, your role in life, or your calling—it’s what you’re good at,
but it’s also a duty you have to deal with, and it’s constantly filled with problems of its own. That is to say, it comes with some good and some bad.

This one is often the easiest to come up with. mostly based on your class and/or race, what is at the core of your character. Be it a COWARDLY LORD OF HIGHEVER or the KNIGHT IN CLOTH. It describes who you essentially are. What you are capable of.
Import thing is make it unique, make it cool. Because a MAGE OF FERELDEN isn’t cool and unique enough.

Aspect 2: Trouble

In addition to a high concept, every character has some sort of trouble (which is also an aspect) that’s a part of his life and his story. If your high concept is what or who your character is, your trouble is the answer to a simple question: what complicates your high oncept?

Trouble has many forms, though it can generally be broken up into two types: internal conflicts/personal struggles, and external problems. Both threaten the character or are difficult
to contain. Whatever form the trouble takes, it drives the character to take action, voluntarily
or not.

A few examples are:

  • THE TEMPTATION OF POWER, if you’re struggling with the moral choice to choose power that comes from demon’s for example.

Fase 1:

Aspect 3: Where did you come from?

Youth is a time of adventure and excitement, as well as the time when we are most shaped by our family and environment. This phase is a chance to talk about your character’s family and upbringing

When coming up with this phase’s aspect, consider one that’s tied either to the most important or significant events of the phase or to the character’s national, cultural, or familial upbringing.

Face 2:

Aspect 4: What shaped you to become who you are today?

Think about his high concept and a situation that would call it into sharp relief, forcing him to make a choice or otherwise take decisive action. When he is first faced with a difficult choice between right and wrong and he steps up to bat as a protagonist within the game’s larger story.

Fase 3: Star in your Own Story, Guest Star in your friend’s

The last three are more liberal, and you can fill it in whith an aspect that fits you character. Though its mostly based on your previous adventures or important events that shaped you.

Aspect 5: What was your first adventure?
Aspect 6: Whose path have you crossed?
Aspect 7: Who else’s path have you crossed?

Creating Aspects

The Severed Reality Zenmah Zenmah