All about Aspects: Vampires and a common frame of reference

Little-vampire.svgI recently put up an All About Aspects post concerning representing monstrous nature as an aspect where I suggested that monsters could (in part) be represented using aspects, invokes and compels. Markus suggested in the comments section that there are lots of different types of monsters and that, to make it work, the GM and players would need a common frame of reference.

This is a very good point, and it doesn’t just apply for monsters, Continue reading

All About Aspects: Monstrous Nature as an aspect

Monstrous Nature as an Aspect

There are a number of famous tabletop RPGs where playing a monster struggling with their humanity is a central focus, as a variant of character race (discussed previously), this could (in part) be handled using theĀ high concept aspect.

We’ve explained the basic formatting for our high concept aspects in one of our previous post, in this post I provide a single descriptions table (that can be used instead of the ones in previous articles) to add an alignment descriptor.

Continue reading

All about Aspects: D&D Races for High Concepts

Okay, now we’ve explained the basic formatting that we’re going to use to create High Concepts in this previous post and also discussed briefly using D&D concepts. In this post we look a little more closely at the idea of using the core D&D character races from the PHB as part of a High Concept. Continue reading

Jade-xalted: Constructing a Concept

One of the complaints/issues that I have often heard laid at the door of the Fate system is that, because there is such a lot of leeway when it comes to designing aspects, that it can often be bewildering for players, especially if they are unfamiliar with the setting or RPG-ing in general; in the forthcoming Cthulhu supplement for Fate (which I have been privilieged to do some of the writing for) it offers a little more guidance for creating aspects and even (should the players/GM wish to use them) a series of random tables for creating aspects. I plan to adopt something similar for the Jade-xalted conversion, the constructed aspects will be quite general to allow for the players to customise them, but should hopefully create a good jumping off point for anyone who is a little bewildered by all the choice available in the Fate system.

Obviously you do not have to use this system but it should help anyone who is struggling.

Concept Aspect

Under this system a concept aspect uses the following format:

“I am a/an [adjective] [type] who is skilled at [verb]”

List of sample adjectives:

  • Angry
  • Calm
  • Clever
  • Clumsy
  • Elegant
  • Famous
  • Fancy
  • Fierce
  • Glamorous
  • Handsome
  • Helpful
  • Honourable
  • Innocent
  • Lazy
  • Mysterious
  • Old-fashioned
  • Peaceful
  • Powerful
  • Scarey
  • Scarred
  • Sly
  • Thoughtful
  • Thoughtless
  • Ugly
  • Violent

List of sample types:

  • Mortal
  • Solar Exalted
  • Lunar Exalted
  • Sidereal Exalted
  • Air aspected Terrestial Exalted
  • Earth aspected Terrestial Exalted
  • Fire aspected Terrestial Exalted
  • Water aspected Terrestial Exalted
  • Wood aspected Terrestial Exalted
  • Abyssal Exalted

List of sample verbs:

  • Athletics
  • Blackmail
  • Craft work
  • Gambling
  • Fighting
  • Larceny
  • Leading others
  • Oratory
  • Research
  • Running
  • Sociallising
  • Sorcery
  • Stealth
  • Storytelling

So, for example, using this system and sample list I could quickly create a ‘violent Solar Exalted who is skilled at leading others’, a ‘sly Lunar Exalted who is skilled at larceny’ or an ‘honourable Fire-aspected Terrestrial Exalted who is skilled at sociallising.’

The aspect could be invoked or compelled whenever the adjective was applicable or when the character’s specialist skill or talent comes into play.

For example: Our violent Solar could invoke his aspect when involved in violent action but may be compelled when he struggles to resist being provoked into such action unwisely, the player of the exalt could also invoke when attempting to lead others in some sort of action but may also find others naturally looking to him for leadership or seeking his advice on important matters (when the aspect is invoked).

Invoking the concept based on the type of Exaltation

Players can also invoke their concept aspect based on what type of exaltation they have received, this is not as immediately obvious as the preceding invokes and so I provide guidelines below for appropriate invokes/compels, anyone familiar with the Exalted setting should feel free to use their own judgement though.

  • Solar Exalted: The Solars were created to lead the gods forces against those of the primordials, a solar concept may be invoked when vastly outnumbered in a combat or in an attempt to rally/lead others against a foe; however the Solars eventually found themselves becoming detached from the humanity that their powers raised them above eventually culminating in the first age solars becoming brutal and violent, a solar concept may be compelled when a lack of empathy could cause issue or when a lack of restraint may cause a problem.
  • Lunar Exalted: Originally the Lunars were bound to their Solar counterparts, but fleeing the wyld hunt they now find themselves uncomfortable in civilisation. A lunar concept may be compelled when a lunar is confronting a Solar Exalted or when their lack of familiarity with civilised society may cause problems; it may be invoked when the characters knowledge of the wild would aid them or when attempting to resist the blandishments of the civilised world.
  • Sidereal Exalted: Manipulators of fate, a sidereal concept may be invoked or compelled when chance may play a part in unfolding events, since people tend to forget sidereals their concept can be invoked to aid with stealth or avoiding detection.
  • Terrestrial Exalted: As rulers of the realm a terrestrial concept may be invoked to aid in any social roll within the realm, however they may likewise be compelled should the exalt be in a situation where knowledge of their heritage might be disadvantageous. Terrestrials may also invoke their concept aspect if there is a significant quantity of their particular element is present in the same zone or if they can convincingly weave the element into their description.
    Please note: If a terrestrial features their element in their description then that element is actually produced (causing no additional game effect beyond the invoke but potentially giving away their heritage); for example, a fire-aspected terrestrial invokes his aspect by describing a flaming punch, his attack will actually produce a momentary gout of flame.
  • Abyssal Exalted: Created as dark reflections of the solars by the Deathlords, abyssals may invoke their concept aspect when dealing with undead creatures or spirits or when manipulating the energies of the underworld is advantageous, however they are ill-suited to the lands outside the underworld and the concept may be compelled in situations where their deathly aura and lack of warmth may prove complicated.

But what about castes John?

Castes were the game ‘splats’ in the original Exalted and were basically used to govern what powers and abilities you could possess, since Fate is a more freeform and i’m hoping to create a quicker more action-packed gaming experience that with the original WOD rules i’ve chosen deliberately not to focus on castes.

However if you are desperate to include castes then I would simply suggest that you assign a character’s caste based on the highest of their professions at character generation, the five professions were created based on the skill spread of the original castes so this should be a fairly close fit.