Aspects

Characters also have a set of traits called aspects.
Aspects cover a wide range of elements and
should collectively paint a picture of who the
character is, what he’s connected to, and what’s
important to him (in contrast to the “what he
can do” of skills). Aspects can be relationships,
beliefs, catchphrases, descriptors, items, or
pretty much anything else that paints a picture
of the character.

Some possible aspects include:

  • To Serve and Protect
  • Sucker for a Pretty Face
  • My Grandpa’s Trusty Six-Shooter
  • Money-Colored Eyes
  • White Council Wizard
  • Stubborn as a Mule
  • Trained by Tera West

When one of your aspects applies to a situation,
you can invoke the aspect to get a bonus
by spending a fate point. In this capacity,
the aspect makes the character better at
whatever he’s doing, because the aspect in some
way applies to the situation (such as invoking
To Serve and Protect when acting in the
interests of the Law).

An aspect can also gain you more fate points,
by bringing complications and troubling circumstances
into your character’s life. Whenever your
character ends up in a situation where one of
his aspects could cause him trouble (such as
Stubborn when he’s trying to be diplomatic),
you can mention it to the GM in the same way
you mention an aspect that might help you.
Alternately, the GM may initiate this event
if one of your aspects seems particularly apt.
Either way, this is compelling an aspect, and it
limits your character’s choices in some way. If
the GM initiates or agrees to compel the aspect,
you may get one or more fate points, depending
on how it plays out.

What’s On Your Character Sheet

Aspects

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