Aspects

Many Actions possess tags called Aspects. These are terms which function as short hand references to rules, letting you know how an Ability and Action work at a glance without need to reprint large sections of rules text.

The Aspects

  • Advantage

    This Aspect applies Advantage to your Checks.

  • Attack

    Any Action that directly attacks one or more targets has this Aspect. The attack directly compares a Check against the target's Evasion or Psyche to determine if it is successful. Some Actions with this Aspect may not obviously be considered attacks to the casual observer, particularly those without visible effects.

  • Defense

    This Aspect either adds to one of your Defenses, modifies one of your Defenses in some way, or otherwise allows you to defend against damage or an effect.

  • Disadvantage

    This Aspect applies Disadvantage to your Checks.

  • Enhancement

    An enhancement uses supernatural power to temporarily grant special powers or otherwise improve an object or individual.

  • Fatigue

    An effect with this Aspect inflict one or more instances of Fatigue on the individual who uses it.

  • Fear

    Effects with this Aspect inflict Fear on the target.

  • Focus

    This Aspect applies to Actions which require some amount of dedicated focus or concentration. These Actions are able to be disrupted.

  • Foundation

    This Aspect is applied to a Foundation Qi Ability, which serves as the basis of an individual's cultivation. The Cultivation rules apply.

    An individual may only possess one Foundation Qi Ability. In order to gain a different Foundation Qi Ability, the existing Ability must be completely eliminated from the individual, causing the individual to lose the Ability permanently as well as any Levels and Level Benefits gained from possessing that Ability.

  • Healing

    An effect with this Aspect restores lost Vitality or removes Afflictions. Healing effects normally cannot increase current Vitality beyond its maximum.

  • Knockdown

    Effects with this Aspect apply the Knocked Down status.

  • Movement

    Actions with the Movement Aspect either allow or require an individual to move as part of resolving it.

  • Mystery

    This action involves invoking the power of a divine mystery. The rules of Mysticism apply.

  • Paralyze

    Effects with this Aspect can Paralyze the target.

  • Persistent

    An effect with this Aspect is always active and requires no additional effort to gain its benefit. The benefits of Persistent effects are not cumulative.

    Unless explicitly stated otherwise, you can only add one Persistent effect from an Ability to any Check, Defense, or other die roll. If you have multiple Persistent effects for the same Check, Defense, or dice roll, only one of them applies.

  • Psi

    Effects with this Aspect induce Strain on the user and have the potential to reduce Psychic Capacity. The Psychic rules apply.

  • Qi Technique

    The use of this Action requires an expenditure of qi energy, reducing Qi Flow. The Cultivation rules apply.

    Overusing qi can lead to Qi Deviation. A Qi Technique can only be used if the individual possesses a compatible Foundation.

  • Reaction

    This can be used as a Reaction. Most Reactions have a Tempo and require that you have sufficient Count to perform the action. The Count is reset when the Reaction is used.

    Unless otherwise noted, you are limited to one Reaction per round.

  • Regnant

    The effects of this Augment can be applied when using Actions from other Abilities. This bypasses the normal limitations of an Augment applying only when using the parent Ability.

    Unless explicitly stated otherwise, you can only add one Regnant effect to any Check, Defense, or other dice roll. If you have multiple Regnant effects for the same Check, Defense, or other dice roll only one of them applies.

  • Risk

    This Aspect denotes an Action or effect that is inherently reckless or risky. Engaging in this activity leaves you open to attack.

  • Spell

    This Action involves casting a spell. The rules of Spellcasting apply.

  • Stance

    This Aspect applies to a particular posture and series of movement techniques which confer an ongoing benefit as long as the stance is maintained. Only one stance can be maintained at a time.

  • Stun

    Effects with this Aspect apply the Stunned status.

  • Taunt

    Effects with this Aspect apply the Taunt status.

  • Tempo

    This Aspect denotes a special type of Action that does not reset the Count when performed. It instead reduces or otherwise modifies the existing Count.

    This Aspect is not usually applied to Actions with Tempo 0, as those Actions normally do not disrupt the Count.