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Unwritten: System Reference Document/Game Basics
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==Character Aspects== A character’s aspects describe important parts of the character that can help or hinder them. Characters have three types of aspects: * ''High Concept'' - A character’s High Concept gives a basic overview of the character in one phrase. While this is not the entirety of the character, it is the core concept of the character. * ''Journey Aspects'' - A character’s journey aspects reflect where the character is in their life: their hopes, their desires, what and who is important to them. As characters advance along their Journey, these can change. * ''Consequences'' - A character has a set of consequences, which are aspects representing things that have occurred to and hamper the character, such as stress, set-backs, and so forth. ===Non-Character Aspects=== Objects can have aspects, as well as areas or scenes. These often fill the role that situational modifiers use in other games. For example, a tool might have an aspect of Malfunctions Easily. That could be compelled to force a problem at a difficult moment. Or it could be invoked by a player whose character is trying to break it. A warehouse might have aspects like Full of Boxes and Shadowy Corners, which could be used by players and NPCs or compelled by the GM, throughout a scene.
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