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== Aspects == Permanent Aspects of characters are categorized into groups called Scopes (similar to their handling in [[Diaspora]]). Note which Scope each aspect lies within on your character sheet. On any single roll, you may Invoke no more than one of your own Aspects from each category; this encourages creative use of scenery and interaction with other characters while helping to prevent characters from simply stacking all their Aspects with synonyms for "complete badass" and then simply Invoking them all at once to overwhelm any challenge. Note that Tagging other characters' Aspects is not restricted in this manner. The Scopes are: * '''Race''' β This Scope is special; every character must have at least one Aspect of this scope. It describes the relationship the character has with the nature of his race: are you a beer-guzzling, beard-stroking "Iconic Dwarf?" Perhaps you're a surprisingly "Studious Half-Orc," or even "Secretly a Shifter?" In a land with as many peoples as Eberron, the differing specializations and, perhaps even more importantly, perceived expectations of a given race are a significant part of every character.<br> Remember that this applies to ALL characters, not just yours. Requiring a Racial Aspect ensures that however a character cleaves to or strays from the norms of his people, that relationship is available to be Tagged if it can be ferreted out. Use this to your advantage! * '''Innate''' β Innate Aspects describe elements of a character which do not directly deal with the character's race, but which is still part of their nature rather than things chosen or acquired; typically they are things your character was "born with" rather than something learned or picked up during life. A bad leg, noble blood, kleptomania, captivating beauty, alcoholism, agoraphobia, or a Dragonmark are all fine examples. Typically, Aspects gained through play should rarely be Innate, but it's certainly possible to uncover new, hitherto unforeseen depths of a character's core nature, or for truly momentous events to change that nature. * '''Developed''' β Developed Aspects describe elements of a character which, while still being self-integral to the character, are learned or chosen as part of that character's story. Mastery of clockwork construction, prison tattoos, training in the art of unarmed combat, familiarity with languages, or a rude manner of speech would all qualify. * '''Associative''' β Associative Aspects describe a character's relations with other people. An honored mentor, an unrequited love, a friendly (or not!) rival, a hated enemy, an unusual family, membership in organizations of any kind, or a beloved role model are some examples. Don't be shy about using other player characters in these! * '''Accessory''' β Accessory Aspects describe a character's most important tools, equipment, or property. A ship, a weapon with a unique history, an estate in Aundair, an apartment in Sharn, a very mysterious tome, or "Always Has Another Dagger" would all qualify. Note that this can potentially overlap with Gadgets, Artifacts, and even whether or not your character is Armored; it's up to you whether you feel any of these are really central enough warrant inclusion as an Aspect but you should include only colorful, "trademark" gear that really speaks of the character's personality.
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