Aspects (Ownage)
YAY I OWN
Introduction
Aspects are facets of one's power, the most easily quantified expression of a soul's strength. These represent the most defining part of an awakened being's abilities, the elements which separate two otherwise similar individuals. Although two beings may be of nearly identical power, their abilities can vary greatly.
In terms of gameplay, aspects are chosen. Each entry is a distinct aspect; you may not acquire a single aspect more than once, unless it explicity states otherwise. Your total number of aspects may never exceed your Spirit score.
Aspects are divided into categories (for convenience, mostly) and tiers. Tiers represent the potency of aspects in relationship to each other. A tier 1 aspect is basic, bordering on the mundane for awakened beings--tier 6 is as high as most individuals will ever get. Tiers 7 through 10 represent immense power and mastery of a specific form of ability. There are minimum Spirit requirements to select aspects from specific tiers; weaker souls simply cannot grow past certain points.
Aspect Tier | Minimum Spirit |
1 | 1 |
2 | 2 |
3 | 4 |
4 | 6 |
5 | 8 |
6 | 10 |
7 | 12 |
8 | 14 |
9 | 16 |
10 | 18 |
Move this somewhere else.
Each tier 1 aspect a person takes starts a new Path. Paths are significant only when it comes to preqrequisites: if one aspect requires a person to have another (for example: ___ can only be taken after a person has ___), aspects outside of its Path do not count.
Once you have taken a tier 1 aspect, the next aspect in that path must be a tier 2, and so forth. You may have any number of paths.
For the love of little apples, improve this, too.
In addition to meeting any requirements for a specific aspect, there is a small experience point cost. All aspects cost 5*Tier xp to acquire. For example, a tier 1 aspect would cost 5 experience points, while a tier 7 aspect would cost 35.
Aspects will generally look something like this:
The aspect's name, underlined and bolded.
A short description of the aspect.
Any special abilities provided by it.
Requirements: The minimum (or in some cases, maximum) requirements one must meet in order to take a certain aspect. This may include attributes or other aspects.
Modifiers: Alterations to one's effective statistics.
Physical
Tier 1
Name
Blurb.
Ability goes here, I guess?
Requirements:
Modifiers:
Shifting
Tier 1
Name
Blurb.
Ability goes here, I guess?
Requirements:
Modifiers:
Therianthropy I
The idea of humans turning into animals, or some hybrid thereof, goes back thousands of years. After the discovery that awakened humans could shapeshift, at least slightly, the first therianthropes came as a relatively small surprise. Although most people who undergo such transformations do acquire traits similar to those of a specific animal, this is not always the case.
This aspect allows you to transform into a humanoid, though not quite human form. Transformation can be done pre-battle or by spending an action. Each action in this form costs X (big pool) and Y (small pool--maybe no cost for it, at least not early); if you transform before battle begins, you must pay its per-action cost then, as well. The modifiers from this aspect are applied only when in your transformed state. The bonuses from its modifiers (and all other Therianthropy aspects) can only be applied to Strength, Endurance, Agility, or Reflexes.
Requirements: None
Modifiers: -1 Psyche or Awareness, +1 to two stats
Whatever
Although demons seem innately capable of making drastic, permenant alteration to their physiology once they've accumulated enough power, humans lack that capability. While few people would even want to grow a tail or a rigid exoskeleton, there are those who are willing to disfigure themselves in such ways for the sake of power.
This aspect does nothing on its own; however, it's impossible to acquire any Body Modification aspects without it.
Requirements: None
Modifiers: None
Tier 2
Therianthropy II
One of the rarer, more potent, and some say most easily countered manifestations of power is the ability to change between two distinct forms. Others argue that it makes up for most of what it lacks. Still, it's hard to argue that it isn't one of the easiest forms of power to recognize.
This simply increases the power of one's transformed state; the listed modifiers replace those of Therianthropy I.
Requirements: Therianthropy I
Modifiers: -1 Psyche and Awareness, +2 to one stat, +1 to another stat, +1 wound level
Tier 3
Inner Face
Although physically altering one's own body can be a potent too, both in and out of combat, it is generally not overly useful in social situations; indeed, quite this opposite is true. It is hardly surprising, therefore, that most awakened humans who go down that path try to hide what they've become when in public.
If you have Inner Face you can 'deactivate' any Body Modification aspects you may have, or reactivate them, at will. Doing this in battle takes an action, though it can also be done before battle starts or between rounds. A deactivated aspect provides none of its effects (including attribute modifications), though still takes up its space as one of your aspects. Any number of aspects can be toggled in any way during a single action this way.
Requirements: (t.1 thing to allow body mods), at least 1 Body Modification aspect
Modifiers: None
Therianthropy III
It's at this point that a person's 'animal' characteristics become distinctly pronounced, not quite so much as the classic werewolf, but enough to tell even at a fair distance that they're not quite human.
This simply increases the power of one's transformed state; the listed modifiers replace those of Therianthropy II.
Requirements: Therianthropy II
Modifiers: -2 Psyche, -1 Awareness, +3 to one stat, +2 to another, +1 to a third, +1 wound level
Body Modification
Tier 1
Name
Blurb.
Ability goes here, I guess?
Requirements:
Modifiers:
Elemental
Tier 1
Name
Blurb.
Ability goes here, I guess?
Requirements:
Modifiers:
Psychic
Tier 1
Telepathy
Blurb.
You can communicate thoughts to any sentient being which you can see, and respond to any telepathic messages you receive. Somebody incapable of telepathy cannot return messages to you this way.
Requirements: None
Modifiers: None
Probability
Tier 1
Name
Blurb.
Ability goes here, I guess?
Requirements:
Modifiers:
Tier 4
Name
Blurb.
When making any rolls such as strike, dodge, and the like (anything where you roll your attribute in d10 and keep your relevant skill), for each 10 that you keep, roll another 1d10 and add it to your total.
Requirements:
Modifiers: -1 to all attributes except Spirit
Tier 8
Name
Blurb.
When making any rolls such as strike, dodge, and the like (anything where you roll your attribute in d10 and keep your relevant skill), for each 9 that you keep, roll another 1d10 and add it to your total.
Requirements:
Modifiers: -1 to all attributes except Spirit
Supplementary
Healing, regeneration (maybe), self-healing, barriers, shields, etc.
Tier 10
Name
Blurb.
Ressurection thingy. -1 Spirit to ressurectee, progressive -1 for every (some unit of time) they've been dead, as their worldsoul will have begun to absorb them, and there's less to salvage. Expensive for the user, but no permanent cost. Possibly cost some (whatever that Spirit pool is called) to use it.
Requirements: Painful.
Prerequisites: Worse.
Modifiers: None.
Miscellaneous
Tier 1
Name
Blurb.
Ability goes here, I guess?
Requirements:
Modifiers:
Tier 4
Second Self
The concept of an alter-ego with vastly different capabilities has existed for ages; the story of Dr. Jeckyl and Mr. Hyde is a particularly famous example. This ability exemplifies that, though personality changes are generally mild, if there are any at all. This gives the soul a second face, though only one can ever be active.
Anyone possessing this aspect may choose a second set of aspects, paying the cost for all of them. The two are completely independant (and therefore do not apply to each others' requirements), aside from the fact that Second Self counts against both their limits. When a user switches their 'persona' they could potentially have different attributes, abilities, and so forth. Changing takes an action, and may only be done once per round.
Requirements: At least three other aspects per set.
Modifiers: -1 Spirit