Aspects

Aspects are descriptors about a character or object that can be used to enhance willpower expenditures, and to regain Willpower.

A character has seven Aspects defined at the beginning of the game, but Aspects can (and should) change as a character grows and develops.

Invoking – Spending Willpower and Aspects
You should think about how you can invoke any Aspect you take. Invoking requires you to spend a Willpower point, but it enhances the normal expenditure. You do not need an Aspect to apply to spend the Willpower.

Sample Invocation benefits:
Great Effort – Normally adds 3 dice to a dice roll, but spending through an Aspect adds 4.

Defense – Normally adds 2 to a static defense, but through an Aspect it adds 4. This bonus (either one) only applies to one attack.

Quick-Casting – It takes two turns to cast an improvised spell. Spending a Willpower point reduces this to one turn. Using an Aspect will allow the Mage to ALSO use High Speech that round.

Creating Details
A character can spend a Willpower point, with the right aspect, to add a detail to the world. This includes people you may know, or giving you an advantage to the situation. This rule is squishy and real powerful in terms of empowering characters.

Compelling – Regaining Willpower, Beats, and Aspects
Any Aspect should be able to be compelled – to force a character to take a course of action. (If you can’t think of a way to compel an aspect, think on how to improve it.)

Anyone can offer a compel. If you refuse it, nothing happens. If you accept it, you gain a beat and, if you have spent Willpower points, you will regain one as well. An Aspect can only be compelled once per scene.

It is also possible to ‘self-compel,’ role-playing the more difficult part of your aspects. You’ll need to point it out to the GM (me), and if I agree, you will gain the benefits of accepting a compel. A self-compel does count against the Aspect being compelled that scene.

Aspects

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