Your character’s aspects are the cornerstone of your character and define who they are and how they came to be. They are part background, part psychological profile, and part of what drives them.
When creating a character aspect you should always think of a positive way that you can invoke that aspect for a bonus—when does it come into play?—and, conversely, a negative way that aspect can be compelled against you.
THROWN INTO THE FIRE
Invoke: When confronting a new situation and rising to the occasion to overcome
Compel: Her naïveté blinds her to the situation that others would otherwise see through
(“Why are the criminals running? I said ‘halt.’ Do we shoot them now?”)
STANDS BY HIS REPORT
Invoke: Convince people of his party’s skill (if truthful)
Compel: Relying on bad or incomplete information (she is great at finding and disarming traps); stubborn when changing opinion
WORDS CAN BE WEAPONS
Invoke: Lying or intimidating people
Compel: When he needs people to trust him or feel at ease
Perhaps the most important aspect, the high concept should include the character’s career and calling. Biotics and those with tech powers should select a high concept that includes those qualities in it. It is the character’s job, his life, and his obligations.
It should speak to the very core of the character on a fundamental level and provide both positives and negatives to the character. Like all aspects, a character’s high concept should also be a double-edged sword that can be compelled or cause complications in a story.
Examples: BIOTIC SPECTRE IN TRAINING; I BECAME A SOLDIER TO SAVE LIVES; GHOST IN THE MACHINE.
Trouble should be the driving influence of the character that forces him to go out and face off against impossible odds. It can be either internal like the Justicar’s Code that Samara adheres to or external like Shepherd’s obligations to the Alliance. But most of all, your trouble complicates your character’s existence in some way. Be wary that your trouble doesn’t overlap too closely with your character’s high concept; they’re not intended to go hand-in-hand.
As a complication, your character’s trouble shouldn’t be something that is easily fixed or changed, or else your character already would have done so. It could be a personality quirk or flaw, an obligation or debt that hangs over you, or a code of conduct or way of life that you always strive to uphold.
Despite its name, a trouble can also be positively used (invoked) during play. You could have learned from your trouble how to better handle a situation, or it could represent a level of commitment that fuels you during a scene.
Examples: SEEK THE TRUTH NO MATTER THE COST; MY GUT OUTRANKS YOU; I ONLY HUNT PREDATORS.
Background Aspects will reflect your Combat Experience, Race, and Backgrounds, chosen after you pick your three Skill Modes
Each character has three skill groups, or Modes, ranked +1, +2, and +3.
|Extra Stunt||Extra Stunt||Extra Stunt||Extra Stunt||Extra Stunt||Extra Stunt||Extra Stunt|
|Mercenary||Mil. Grunt||Mil. Officer||Mil. Pilot||Scientist||Technician|
Any Skill listed is considered Trained.
Any Skill on two listed becomes Focused and is (Highest Value)+1.
Any Skill on all three lists becomes Specialized and is (Highest Value)+1.
Every character has 7 points to improve skills.
Buying a new skill to Trained (+0) costs 1 point.
Improving a Trained skill to Focused costs 1 point.
Improving a Trained skill to Specialized costs 3 points.
Improving a Focused skill to Specialized costs 2 points.
Each character starts with 3 Stunts (plus any from Backgrounds) and 3 Fate Points (and Refresh 3). Characters may chose stunts for any skill they possess. They may buy more stunts at 1 Fate Point (and Refresh) each.