Post by Naruto Story on May 20, 2017 16:57:11 GMT
After Creating your backstory, you should have some key things within the character that can be labeled as their aspects. These are important parts of the character that can be used in great ways, below we will explain Character Aspects.
ASPECTS
Defining the following 4 Aspects will establish your character’s personality, relationships, and role in the world of Naruto. You may add additional Aspects at character creation or during play, but you should strive for few aspects that each have a great impact on your character.
Your High Concept Aspect broadly defines your character with one statement. Consider including your character’s village, their ninja role, and something indicative of their personality.
Your Trouble Aspect defines a recurring challenge for your character. This could be a situation they strive to overcome, a personality flaw, or a haunting past.
Your Way of Ninja Aspect expresses your character’s core motivation. It is important to define your character’s wants and dreams.
Your Special Aspect describes something unique about your character. Perhaps they have a mysterious weapon or a rare power. Maybe their appearance makes them stand out. While you’ll be able to define your powers and abilities through Skills and Stunts, you are free to include special abilities as Aspects if they are relevant to the story or the way your character interacts with the world.
Heres a good read to making good aspects! Making a Good Aspect
Situation Aspects
A situation aspect is temporary, intended to last only for a single scene or until it no longer makes sense (but no longer than a session, at most). Situation aspects can be attached to the environment the scene takes place in—which affects everybody in the scene—but you can also attach them to specific characters by targeting them when you create an advantage.
Situation aspects describe significant features of the circumstances the characters are dealing with in a scene. That includes:
-Physical features of the environment (Dense Underbrush, Obscuring Snowdrifts, Low Gravity Planet).
-Positioning or placement (Sniper’s Perch, In the Trees, Backyard).
-Immediate obstacles (Burning Barn, Tricky Lock, Yawning Chasm).
-Contextual details that are likely to come into play (Disgruntled Townsfolk, Security Cameras, Loud Machinery).
-Sudden changes in a character’s status (Sand in the Eyes, Disarmed, Cornered, Covered in Slime).
-Who can use a situation aspect depends a lot on narrative context—sometimes it’ll be very clear, and sometimes you’ll need to justify how you’re using the aspect to make sense based on what’s happening in the scene. GMs, you’re the final arbiter on what claims on an aspect are valid.
Sometimes situation aspects become obstacles that characters need to overcome. Other times they give you justification to provide active opposition against someone else’s action.
Consequences
A consequence is more permanent than a situation aspect, but not quite as permanent as a character aspect. They’re a special kind of aspect you take in order to avoid getting taken out in a conflict, and they describe lasting injuries or problems that you take away from a conflict (Dislocated Shoulder, Bloody Nose, Social Pariah).
Consequences stick around for a variable length of time, from a few scenes to a scenario or two, depending on how severe they are. Because of their negative phrasing, you’re likely to get compelled a lot when you have them, and anyone who can justifiably benefit from the consequence can invoke it or create an advantage on it.
Boosts
Boosts are a super-transient kind of aspect. You get a boost when you’re trying to create an advantage but don’t succeed well enough, or as an added benefit to succeeding especially well at an action. You get to invoke them for free, but as soon as you do, the aspect goes away.
If you want, you can also allow another character to invoke your boost, if it’s relevant and could help them out.
Aspect Bonus
In any scenario where you are making a roll that does not utilize techniques (meaning no chakra is spent), you may gain a bonus of +1 to your roll if you have an aspect that is applicable to the situation.
Example: ANBU Nari is sneaking into a local village. He has his the High Concept 'Leaf ANBU', so he gains a +1 in addition to his sneaking attribute to accomplish his action (overcome).
ASPECTS
Defining the following 4 Aspects will establish your character’s personality, relationships, and role in the world of Naruto. You may add additional Aspects at character creation or during play, but you should strive for few aspects that each have a great impact on your character.
Your High Concept Aspect broadly defines your character with one statement. Consider including your character’s village, their ninja role, and something indicative of their personality.
Your Trouble Aspect defines a recurring challenge for your character. This could be a situation they strive to overcome, a personality flaw, or a haunting past.
Your Way of Ninja Aspect expresses your character’s core motivation. It is important to define your character’s wants and dreams.
Your Special Aspect describes something unique about your character. Perhaps they have a mysterious weapon or a rare power. Maybe their appearance makes them stand out. While you’ll be able to define your powers and abilities through Skills and Stunts, you are free to include special abilities as Aspects if they are relevant to the story or the way your character interacts with the world.
Heres a good read to making good aspects! Making a Good Aspect
Situation Aspects
A situation aspect is temporary, intended to last only for a single scene or until it no longer makes sense (but no longer than a session, at most). Situation aspects can be attached to the environment the scene takes place in—which affects everybody in the scene—but you can also attach them to specific characters by targeting them when you create an advantage.
Situation aspects describe significant features of the circumstances the characters are dealing with in a scene. That includes:
-Physical features of the environment (Dense Underbrush, Obscuring Snowdrifts, Low Gravity Planet).
-Positioning or placement (Sniper’s Perch, In the Trees, Backyard).
-Immediate obstacles (Burning Barn, Tricky Lock, Yawning Chasm).
-Contextual details that are likely to come into play (Disgruntled Townsfolk, Security Cameras, Loud Machinery).
-Sudden changes in a character’s status (Sand in the Eyes, Disarmed, Cornered, Covered in Slime).
-Who can use a situation aspect depends a lot on narrative context—sometimes it’ll be very clear, and sometimes you’ll need to justify how you’re using the aspect to make sense based on what’s happening in the scene. GMs, you’re the final arbiter on what claims on an aspect are valid.
Sometimes situation aspects become obstacles that characters need to overcome. Other times they give you justification to provide active opposition against someone else’s action.
Consequences
A consequence is more permanent than a situation aspect, but not quite as permanent as a character aspect. They’re a special kind of aspect you take in order to avoid getting taken out in a conflict, and they describe lasting injuries or problems that you take away from a conflict (Dislocated Shoulder, Bloody Nose, Social Pariah).
Consequences stick around for a variable length of time, from a few scenes to a scenario or two, depending on how severe they are. Because of their negative phrasing, you’re likely to get compelled a lot when you have them, and anyone who can justifiably benefit from the consequence can invoke it or create an advantage on it.
Boosts
Boosts are a super-transient kind of aspect. You get a boost when you’re trying to create an advantage but don’t succeed well enough, or as an added benefit to succeeding especially well at an action. You get to invoke them for free, but as soon as you do, the aspect goes away.
If you want, you can also allow another character to invoke your boost, if it’s relevant and could help them out.
Aspect Bonus
In any scenario where you are making a roll that does not utilize techniques (meaning no chakra is spent), you may gain a bonus of +1 to your roll if you have an aspect that is applicable to the situation.
Example: ANBU Nari is sneaking into a local village. He has his the High Concept 'Leaf ANBU', so he gains a +1 in addition to his sneaking attribute to accomplish his action (overcome).