Dragonquest Aspects: Esko Halttunen (Aka Edi) Kalle Ojala The Dragonquest Development Team
Dragonquest Aspects: Esko Halttunen (Aka Edi) Kalle Ojala The Dragonquest Development Team
(tm)
A Supplement for Use with the Dragonquest Fantasy Role Playing Game
Kalle Ojala
ADDITIONAL DESIGN & DEVELOPMENT
Rodger Thorm
ADVICE AND FEEDBACK
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7. ASPECTS descendant. The reverse is true in [7.1.4] A character of Life or
both cases. Death Aspect is affected by a
The date and time of birth of a Consult the following table to birth or death in his immediate
character will have ab effect upon determine when to apply seasonal vicinity.
the course of his life. Some mana Aspect effects, and what they are. Consult the following table to
is invested by the Great Powers determine what events bring Life or
into the soul of every being born Time Effect Death Aspect effects into play, the
into a DragonQuest world. This Midnight, Character's range at which they affect a
investment of power manifests as Stars Ascendant –10 character and what they are.
the Aspect of the character. A Life Aspect effect is applied
The aspect of a character is Midnight, Equinox or for 3 seconds times the range
tripartite in nature, divided into the Solstice Named for –25 number (e.g. the birth of a
Aspect of Action, the Aspect of Character's Stars humanoid mammal would cause an
Form and the Aspect Arcane. effect for 750 seconds). A Death
Midnight, Character's Aspect effect is applied for 1
[7.1] ASPECTS OF ACTION Stars Descendant +10 second times the range number.
Aspects of Action influence the Death Aspect effects are non-
actions a character takes. A Midnight, Equinox or cumulative (only one may be in
character will benefit during the Solstice other than that +25 effect at a given time), though Life
times his Power is in full Named for Character's Stars Aspect effects are cumulative. A
ascendancy and suffer when the stillbirth does not affect a life- or
opposite Power is in full The effect is applied to any death-aspect character. A
ascendancy. percentile roll (not success chance) resurrection is treated as a birth.
[7.1.1] Each player randomly for that character for 30 seconds
determines the Aspect of Action before and after midnight. If the Aspect of Range
Character Event is less Effect
for his character. night is cloudy, reduce the effect to than
Each player rolls D100 on the a minimum of 2 and 5 respectively,
following table, and enters the depending on how complete the Life Birth, mammal, 100' –5
result corresponding to his dice-roll cloud cover is. Death non-humanoid +5
on his Character Record. [7.1.3]A character of Solar or Life Birth, humanoid 250' –10
Lunar Aspect is affected by his Death mammal +10
DICE Aspect Aspect at high noon and
01 ... 20 Winter Stars midnight. Birth, humanoid
21 ... 40 Spring Stars Consult the following table to Life mammal related 500' –25
Death to character* +25
41 ... 60 Summer Stars determine when to apply Solar
61 ... 80 Autumnal Stars Aspect effects and what they are. Life Death, mammal, 50' +5
81 ... 85 Sun Time Effect Death non-humanoid –5
86 ... 90 Moon Noon –5
91 ... 95 Life Midnight +5 Life Death, humanoid 125' +10
Death mammal –10
96 ... 00 Death Noon, Summer Solstice –25
Midnight, Winter Solstice +25 Death, humanoid
[7.1.2] A character is affected by Life mammal related 250' +25
a Seasonal Aspect during the Multiply the Solar Aspect effect Death to character* –25
season of his Aspect and during by –1 to determine the effect for
the season which does not share Lunar-aspected characters. The * The relative may be no more
an equinox or solstice with the effect is applied to any percentile distant than a second cousin. A
season of his Aspect. roll (not success chance) for that female Life-aspected character will
Stars are ascendant during the character for 10 seconds before and suffer no pain after giving birth and
season for which they are named. after high noon or midnight. If the will be as healthy and active as she
The Vernal (Spring) Stars are sky is cloudy, reduce the effect to a was before she became pregnant.
ascendant when Autumnal Stars are minimum of 1 and 5, respectively,
descendant, and Winter Stars are depending on how complete the
ascendant when Summer Stars are cloud cover is.
[7.2] ASPECTS OF FORM [7.2.2] The various effects of each STONE: Characters with this
Aspects of Form reflect the Aspect of Form are enumerated Aspect gain +3 Willpower and
relation of the character to the in the descriptions of the suffer a penalty of –1 to their
world around him and his physical individual Aspects. Tactical Movement Rate. Stone-
All Aspects of Form influence aspected characters expend only
talents and affinities. The Aspect of
one or more characteristics of a three quarters of the experience
Form does not automatically
character and each Aspect also has required to progress Ranks in any
influence any actions a character
other effects on a character. skill that involves mining or stone
takes, but it is possible that a given
Aspect will do so for some specific [7.2.3] The effects of the Aspect working. They expend only three
actions. Instead, the Aspect of of Form that alter characteristics quarters of the experience required
Form affects the physical and are applied at the time of to progress Ranks in the Ranger
mental attributes of the character character creation. skill if they specialize in the Rough
Aspect of Form should be or Cavern environment.
and may confer affinities and
determined before allocation of the HORSE: Characters with this
handicaps toward learning certain
characteristic point pool. Aspect gain +2 Tactical Movement
types of skills. The Aspects of
Form are tied to various creatures [7.2.4] The effects of the various Rate and have the results of all
or things of the DragonQuest Aspects of Form are described in dice-rolls against their Horseman-
world. this section. ship skill modified by –20.
CAT: Characters with this STAG: Characters with this
[7.2.1] Each player randomly
Aspect gain +1 Agility. They also Aspect gain +2 Fatigue and +1
determines the Aspect of Form
modify the results of all dice-rolls Tactical Movement Rate.
for his character.
Each player rolls D100 on the against their Stealth skill by –10. HAWK: Characters with this
following table and enters the result Cat-aspected characters can see Aspect gain +2 Perception and
corresponding to his dice-roll on twice as far in darkness and low have the dice-rolls of all their
his Character Record. light conditions as normal people. ranged attacks modified by –7.
FOX: Characters with this DOG: Characters with this
DICE Aspect Aspect gain +1 Fatigue and +1 Aspect gain +1 Endurance and +1
01 ... 06 Cat Physical Beauty. Fox-aspected Perception. Dog-aspected
07 ... 12 Fox characters expend only three characters expend only three
13 ... 18 Owl quarters of the experience required quarters of the experience required
19 ... 24 Tree to progress Ranks in the Thief or to progress Ranks in the
25 ... 30 Stone Spy skills. Beastmaster skill if they initially
31 ... 36 Horse OWL: Characters with this specialize in canines. If a Dog-
37 ... 42 Stag Aspect gain +3 Perception. During aspected character does not use
43 ... 47 Hawk daylight hours they suffer from a intimidation, his Rank multipliers
48 ... 52 Dog penalty of –1 to Perception (i.e. for loyalty checks involving canine
53 ... 57 Otter they only have a +2 total modifier animals are increased by one.
58 ... 62 Monkey to Perception) due to their OTTER: Characters with this
63 ... 67 Serpent sensitivity to strong light. Owl- Aspect gain +1 Manual Dexterity
68 ... 72 Rat aspected characters can see five and +1 Agility. Otter-aspected
73 ... 76 Boar times as far in darkness and low characters have the success chance
77 ... 80 Wolverine light conditions as normal people. of all swimming-related activities
81 ... 84 Bear Owl-aspected characters cannot be increased by 20.
85 ... 87 Wolf Sun-aspected in either Aspect of MONKEY: Characters with
88 ... 90 Tiger Action or Aspect Arcane. this Aspect gain +2 Manual
91 ... 93 Raven TREE: Characters with this Dexterity and have the success
94 ... 96 Gryphon Aspect gain +2 Endurance. Tree- chance of all climbing-related
97 Unicorn aspected characters expend only activities increased by 15.
98 Demon three quarters of the experience SERPENT: Characters with
99 Phoenix required to progress Ranks in any this Aspect gain +2 Agility. At-
00 Dragon skill that involves woodworking tempts to detect falsehoods by a
and in the Ranger skill if they Serpent-aspected character get a
specialize in the Woods terrain. +10 dice-roll penalty.
RAT: Characters with this TIGER: Characters with this the normal experience required to
Aspect gain +1 Manual Dexterity, Aspect gain +1 Physical Strength, progress Ranks in the Healer skill.
+1 Agility and +1 Perception and +1 Agility and +1 Fatigue. In Demon-aspected characters cannot
suffer a penalty of –1 to Willpower Combat, any character attempting be Life-aspected in Aspect of
and –1 to Physical Beauty. Rat- to Repulse (see [13.6]) a Tiger- Action or Aspect Arcane.
aspected characters have an aspected characters has his dice- PHOENIX: Characters with
increased resistance to infection roll modified by +3. this Aspect gain +3 Magical
and disease and their Base Chance RAVEN: Characters with this Aptitude and +3 Physical Beauty.
of being infected is reduced by 10. Aspect gain +1 Magical Aptitude, Phoenix-aspected characters also
Their Base of Chance of getting +1 Willpower and +1 Perception. have their resistance to all forms of
any disease is reduced by 25. Raven-aspected characters expend fire increased by 5.
BOAR: Characters with this only half the experience required to DRAGON: Characters with this
Aspect gain +1 Physical Strength progress Ranks in any language, Aspect gain +1 Physical Strength,
and +1 Fatigue. Boar-aspected whether spoken or written. +2 Magical Aptitude and +2
characters have their chance of GRYPHON: Characters with Willpower. Dragon-aspected
recovering from being Stunned this Aspect gain +1 Perception and characters possess Witchsight as
increased by 30. +2 Physical Strength. Gryphon- per the Talent T-1 of the College of
WOLVERINE: Characters aspected characters expend only Illusions (see [38]) and gain +15 to
with this Aspect gain +1 Physical three quarters of the experience resistance against all magic. They
Strength and +1 Willpower. required to progress Ranks in the also exude an aura of uncanny
Whenever a Wolverine-aspected Military Scientist skill. power. This Majestic Aura causes
character is Stunned in Combat, he UNICORN: Characters with people to react to them with
may choose to go Berserk instead. this Aspect gain +2 Magical respect, awe or fear and grants
A Berserk character gains an Aptitude, +1 Willpower and +2 them +15 on all Reaction rolls
immediate temporary boost of +4 Physical Beauty (+4 if female). during encounters.
to Physical Strength, Endurance Unicorn-aspected characters [7.2.5] Some Aspects of Form
and Fatigue and +2 to Willpower expend only one half of the grant a character increased
and a reduction of –2 to Agility. experience required to progress vision.
The Berserk rage persists until all Ranks in the Healer skill. They For such characters, the
enemies are defeated or out of must expend twice the normal effective radius of any light source
reach or the character is Stunned by experience required to progress is multiplied by the factor given.
a blow that inflicts twice the Ranks in the Assassin skill. They For example a Cat-aspected
damage required to Stun him gain +10 to Magic Resistance (see character would see to a range of
normally. Such Stunning is not [34.1]) against all magic from 20 feet in the light of a torch that
automatic and allows a normal servants of the Powers of Darkness only lights objects at 10 feet for
check to resist becoming Stunned. and against magic from the characters with normal vision. If
A Berserk character can only take Colleges of Necromantic characters with vision-enhancing
Actions to attack or move to attack Conjurations, Black Magics and Aspects of Form possess some
the nearest enemy. Greater Summoning. Unicorn- form of night or low light vision
BEAR: Characters with this aspected characters cannot be such as elven sight or the
Aspect gain +2 Physical Strength Death-aspected in Aspect of Action Witchsight talents of various
and +1 Endurance. Bear-aspected or Aspect Arcane. Colleges of Magic, their range is
characters gain +10 to Base Chance DEMON: Characters with this also multiplied by the factor given.
to Strike in Close Combat. Aspect gain +2 Physical Strength,
WOLF: Characters with this +2 Willpower and +1 Magical
Aspect gain +1 Physical Strength, Aptitude. Demon-aspected
+1 Endurance and +1 Fatigue. characters expend only three
Wolf-aspected characters only lose quarters of the experience required
half the normal amount of Fatigue to progress Ranks in the Assassin
from any type of exercise if the skill, but they have an experience
exercise is incurred by overland multiplier of 1.20 for the Diplomat
travel. Their Horsemanship dice- skill (see [112], Poor Brendan's
rolls are always modified by +10. Almanac) and must expend twice
[7.3] ASPECTS ARCANE DICE Aspect 4) Whenever any other Adept
01 ... 05 Faerie attempts to negate the Adept's
The Aspects Arcane are a
06 ... 10 Thought magic by using a counterspell, their
reflection of the relationship a
11 ... 15 Knowledge base chance to successfully cast the
character has with things magical
16 ... 20 Craft counterspell is reduced by 3 unless
and where his arcane aptitudes lie.
21 ... 25 Gate they are of the same Aspect Arcane
Unlike the Aspects of Form and
26 ... 30 Void as the first Adept and belong to a
Action, the Aspects Arcane are not
31 ... 36 Ice College affiliated with their Aspect
possessed by all inhabitants of a
37 ... 42 Water Arcane. For example, an Adept of
DragonQuest world. They are
43 ... 48 Wind the College of Fire Magics
restricted to highly magical beings,
49 ... 54 Earth (Thought-aspected) trying to use a
as determined by the GM.
55 ... 60 Fire counterspell against an Adept of
[7.3.1] Only a character with a
61 ... 66 Light the College of Lesser Summoning
high enough Magical Aptitude
66 ... 70 Life (Gate-aspected) would suffer the
may have an Aspect Arcane.
70 ... 75 Sun penalty, but a Gate-aspected Adept
The chance of a character
76 ... 80 Moon of the College of Greater
having an Aspect Arcane is equal
81 ... 85 Stars Summoning or Lesser Summoning
to [Magical Aptitude – Y]x Z%,
86 ... 91 Shadow would not because they share the
where Y and Z are set by the GM
91 ... 95 Death same Aspect Arcane and are
according to how common he
95 ... 00 Darkness members of a College affiliated
wishes the Aspects Arcane to be.
with that Aspect.
For example, a GM who wishes
[7.3.4] The Aspects Arcane may [7.3.6] The Aspects Arcane may
magic and Aspects Arcane to be
grant an Adept a bonus to his be negatively affiliated with one
common in his game world could
chance to use his magic correctly. or more Colleges of Magic.
set the value of Y to 12 and the
All such bonuses apply equally This situation is called
value of Z to 10, in which case
to Talents, Spells and Ritual magic. Opposition. If an Aspect Arcane is
each point of Magical Aptitude
The bonuses are enumerated in the opposed to a particular College of
above 12 would increase the
description of each Aspect Arcane. Magic, any Adept of that College
chance of a character having an
[7.3.5] The Aspects Arcane may with the Opposed Aspect must
Aspect Arcane by 10. Conversely, a
be affiliated with one or more apply all the benefits enumerated in
GM who wishes magic to be
Colleges of Magic. [7.3.5] to his own magic in reverse.
uncommon might set Y to 15 or
Some of the Aspects Arcane When faced with magic of a
even 17 and Z to 5 or 7, in which
have a deeper affiliation with College Opposed to his Aspect, an
case the chance of any given
certain Colleges of Magic because Adept suffers a modifier of –3 to
character having an Aspect Arcane
the magic of those particular his magic resistance.
would be much lower.
Colleges is so closely related to the [7.3.6] All of the bonuses and
[7.3.2] The Aspects Arcane
nature of the Aspect. This has penalties from an Aspect Arcane
should be determined before
certain benefits when an Adept is a are cumulative when applicable.
selecting a College of Magic
member of a magical College An Adept receives all bonuses
during character creation.
which matches his Aspect Arcane. and penalties of his Aspects Arcane
The Aspects Arcane influence
These benefits are: which apply. For example, an
some or all of the magic a character
1) The Adept receives a Adept of the College of Fire
performs and in various ways.
permanent bonus of +3 to the Magics with an Aspect Arcane of
Combining certain Aspects Arcane
chances of successfully using any Fire would receive both the
with certain Colleges of Magic can
talent, spell or ritual of his College. affiliation bonuses listed in [7.3.5]
be very advantageous.
2) The experience multipliers of and +3 to the damage of any
[7.3.3] Each player randomly
all talents, spells and rituals are offensive fire spell, while an Adept
determines the Aspect Arcane for
reduced by 10% for the Adept. of the College of Necromantic
his character.
3) Whenever the Adept casts a Conjurations would only receive
Each player rolls D100 on the
spell, uses a talent or performs a +3 to the damage of the Fire and
following table and enters the result
ritual that can be resisted, the Brimstone Spell [45, spell G-4].
corresponding to his dice-roll on
his Character Record. magic resistance of the target is
reduced by 3.
[7.3.7] The effects of the various VOID: Characters with an LIGHT: All spels of light and
Aspects Arcane are described in Aspect of the Void have an affinity illumination cast vy the character
this section. for dispelling and annulling the are twice as effective (double area,
FAERIE: The magic of magics of others. They gain +20 to duration and range). Protection
characters with this Aspect is 50% the Base Chance of successfully extended by the Powers of Light
more effective when casting casting any counterspell or per- cause the rolls of the character on
blessings or curses. Such magic is forming any talent, spell or ritual of the Fright Table to be modified by
half again as potent, lasts half again banishment, negation, removing or –20. The character gains a +10
as long and is half again as difficult otherwise nullifying magic. modifier to all encounters with
to dispel as the same magic cast by Affiliated Colleges: The College Creatures of Light and a penalty of
a character with another Aspect. of Naming Incantations, the –10 to all encounters with
This Aspect is also known as the College of Time Magics. Creatures of Darkness. If the
Fey Aspect. ICE: Spells of resistance to heat character ever becomes a servant of
Affiliated Colleges: The College or cold cast by characters with this the Powers of Darkness, his Aspect
of Ensorcelments and Enchantmets, Aspect are twice as effective as Arcane changes to that of
the College of Fey Magics, the those cast by a character with a Darkness.
College of Witchcraft different Aspect (double area, Affiliated Colleges: The College
THOUGHT: The difficulty duration and range). Ice-aspected of White Magics.
factor for researching new spells is characters also do 3 points more Opposed Colleges: The College
decreased by 50% for characters damage with any spells that use of Black Magics, the College of
with this Aspect. cold-based effects as the main Necromantic Conjurations, the
Affiliated Colleges: The College damage mechanism. College of Greater Summoning
of Sorceries of the Mind. Affiliated Colleges: The College LIFE: All healing spells cast by
KNOWLEDGE: The time of Ice Magics. the character are heal twice the
spent to learn new spells or rituals Opposed Colleges: The College normal amount of damage.
or to progress Ranks in talents, of Fire Magics Characters with this Aspect expend
spells, rituals and Names is reduced WATER: The area of effect of only half the normal Fatigue to
by half. any magic cast by the character is perform any quasi-magical actions
Affiliated Colleges: The College increased by 50% when applicable. from the Healer skill.
of Illusions, the College of Naming Affiliated Colleges: The College Affiliated Colleges: None
Incantations. of Water Magics. Opposed Colleges: The College
CRAFT: Magic performed by WIND: The range of any magic of Necromantic Conjurations
characters with the Aspect of Craft cast by the character is increased by SUN: Any undead targeted by
is very difficult to negate. Any 50% when applicable. the magic of the character suffers a
attempts to do so suffer a reduction Affiliated Colleges: The College penalty of –15 to magic resistance.
of 30 to the base chance of success. of Air Magics. Affiliated Colleges: The College
Affiliated Colleges: The College EARTH: The duration of any of Sun Magics
of Shaping Magics, the College of magic cast by the character is Opposed Colleges: The College
Rune Magics. increased by 50% when applicable. of Celestial Magics (Dark Mages)
GATE: Summoning magic Affiliated Colleges: The College MOON: The character suffers a
performed by characters with an of Earth Magics. Backfie from spells or rituals only
Aspect of Gate is more effective. FIRE: All spells cast by the if he rolls over 40 or above over his
All summoning spells and rituals character that use fire or heat as a modified cast chance during the
have twice the normal range. damage mechanism cause 3 Tactical procedure or over 50 or
Summoned or conjured creatures additional points of damage. All more above his modified cast
are less hostile toward the spells of light and setting things on chance in a non-combat situation.
summoner and any reaction rolls fire are twice as effective (double Affiliated Colleges: The College
are modified by 15 in favor of the area, duration and range) of Moon Magics.
character. Affiliated Colleges: The College STARS: Whenever the
Affiliated Colleges: The College of Fire Magics. character uses magic to divine the
of Lesser Summoning, the College Opposed Colleges: The College past, the present or the future, his
of Greater Summoning. of Ice Magics divination will be either twice as
accurate as normal or he can ask
double the normally allowed and any rolls on the Fright Table
number of questions. This applies caused by his magic are modified
also to any predictions made using by +15. The character gains a +10
the Astrologer skill. The GM modifier to all encounters with
decides which one of the benefits Creatures of Darkness and a
the character gains on any given penalty of –10 to all encounters
attempt at divination. with Creatures of Light. If the
Affiliated Colleges: The College character ever becomes a servant of
of Celestial Magics (Star Mages) the Powers of Light, his Aspect
SHADOW: The character is Arcane changes to that of Light.
veiled in the power of Shadow and Affiliated Colleges: The College
difficult to detect by magical of Black Magics, the College of
means. Any attempts to pierce, Celestial Magics (Dark Mages)
dispel or negate any magic of Opposed Colleges: The College
concealment performed by the of White Magics, The College of
character have their chance of Sun Magics
success reduced by half after all
other modifications. All attempts to
scry the character, divine his future
or past, read his aura or otherwise
gain information about him by
magical means are similarly
affected unless he specifically
chooses not to resist such efforts.
Affiliated Colleges: The College
of Celestial Magics (Shadow
Weavers)
DEATH: Creatures killed by
the character's magic cannot be
resurrected by any means short of
direct intervention by a Great
Power of Life or Healing or the
permission of a Great Power of
Death. Such permission or
intervention is granted only rarely
and at a steep cost. Even then the
resurrection counts as two normal
resurrections as per [55.7].
The character also gains a +10
modifier to reaction rolls when
encountering the Greater Undead.
Lesser Undead regard him as one
of the Greater Undead and will not
attack unless provoked or under the
command of a hostile entity.
Affiliated Colleges: The College
of Necromantic Conjurations
DARKNESS: All spells of
darkness and obscurement cast by
the character are twice as effective
(double area, duration and range).
The Powers of Darkness lend their
essence to the magic of the Adept
DESIGN NOTES Form must conform to a hooks and as storytelling tools as
caricatured stereotype often well as giving each character a
I have always considered the associated with such an image (e.g. unique spin. The latter naturally
Aspects to be an intriguing but a Rat-aspected character being a requires cooperation from players
sadly under-developed facet of DQ. rat-faced, small, shifty fellow and so that they play along and at least
After a long time of quietly so forth), however. make an attempt at taking the
steaming and seething over this, I aspects into account when building
decided to do something about it, The Aspects Arcane influence the character's personality.
not least because of the needs of how the character's magic works.
my own campaign world. Hence They describe the character's
were born these optional rules for relation to the arcane forces and Conversely, if the player has
Aspects. Some in the DQ how he channels mana. Each already settled on a character type
community may remember the Aspect Arcane is closely related to he or she wants to play, the GM
original version of this document, one (or more) of the Colleges of should ideally cooperate by
just three pages long and not very Magic and grant a number of allowing an aspect that would
appealing in appearance. I dusted minor bonuses for an Adept who is complement the personality of the
them off and basically wrote a member of the affected College. character (e.g. the Aspect of the
everything out in detail, and this The primary effects of the Aspects, Bear may not be the best suited for
version has been the result. however, are independent of the a rogue-type character who relies
character's College and affect how on stealth, speed and a quick
his magic functions in relation to tongue to get things done, while the
THE TRIPARTITE DIVISION the rest of the world (e.g. the spells Aspects of the Cat or Fox would be
of a Wind-aspected Adept have more appropriate).
I divided the Aspects into three increased range when applicable,
categories: the Aspects of Action, regardless of his College). The The Aspects Arcane are in some
the Aspects of Form and the Aspects Arcane are not auto- ways a trickier issue than the
Aspects Arcane, which together matically gained, the chance to Aspects of Form, and in some ways
constitute the tripartite Aspect of have a magical affinity is depend- a lot easier. Each one gives a
any single character. ent upon the character's Magical benefit of one sort or another, in
Aptitude. addition to providing a set of
The Aspects of Action influence Note that many of the Aspects bonuses to Adepts of specific
actions taken by characters and are Arcane make references to Colleges with the appropriate
the Aspects as they originally Colleges of Magic that do not exist Aspect. The decision to include the
appear in the published DQ in DQ as of this writing or which affiliations and oppositions to
editions. There have been no might be fan-developed in some different Colleges means that using
changes whatsoever to those rules groups. This is intentional, so as to totally random determination is ill-
apart from changing terminology to give more options and latitude to advised. Getting an Aspect of Ice
refer to Aspects of Action instead anyone who wishes to use or for Fire Adept would be really
of just Aspects. These Aspects develop such additional Colleges. antithematic, so rerolls may be
reflect fate and the Powers that appropriate if the GM and player
influence the character's actions for can agree on the subject.
good or ill. DESIGN PHILOSOPHY The Aspects Arcane are
supposed to give the same diversity
The Aspects of Form are related At a brief glance, the optional to magic as the Aspects of Form
to the physical nature of the Aspects seem to be just a collection give generally, and frankly, they are
character and grant bonuses and of various bonuses, with little or also meant to be a power boost
penalties to statistics and skills and nothing to counterbalance them. with the unstated stipulation that it
sometimes have other effects as This is, to an extent, true. There are should serve plot purposes. The
well (such as giving enhanced night relatively few penalties and offsets evil necromancer or greater
vision). They are meant to convey a for the bonuses, but my main summoner who is the main villain
sense of the character as a creature consideration was that the use of gets an altogether different flavor if
or entity. It does not mean that a the Aspects would be a powerful they happen to have an Aspect of
character with a given Aspect of device as a springing point for plot corresponding to their magic
(Death or Gate, in this case). Or Arcane, have been drawn up to I'm not going to presume to tell
what happens when you need to specifically suit my campaign anyone how they should handle the
take on someone who has an world and its attendant issue. Each GM has his own
Aspect of Craft? Dealing with their arrangement of powers, but I also campaigns, with different worlds,
magic just became a lot harder than think that the arrangement is different approaches to magic,
was originally expected. These general enough in nature to be different requirements and different
Aspects add more spice, and a adopted as is or with little players, and they will damn well
certain degree of unpredictability modification for most campaign know what works best for their
that discourages assuming too worlds. I explicitly ignored balance specific games, far better than I
much. They also provide an endless (other than in general terms) as a could ever make this on the basis
variety of story hooks and more consideration, meaning that I did of guesswork and putting in a ton
depth for the GM to exploit, should not want a zero-sum game where of rules and page upon page of
he choose to use them. every benefit would be countered explanation for every possible twist
by an equal negative in some and combination. If you find a use
The grouping of the Aspects respect. That might have something for these optional Aspects in your
Arcane is intentionally thematic. to do with my world being a games, feel free to take whatever
First there are the abstract Aspects, relatively high magic one, as in that you need and modify the rest to
(Faerie, Thought, Knowledge, magic is not very common, but it is your heart's content until the whole
Craft, Gate, Void), followed by the a powerful force, though subtle, matches your preferences.
Elemental Aspects, which in turn and pivotal in many respects. The
lead the way to what in my Aspects enhance and underline this, CREDITS
campaign world are the Aspects as well as add to the mystery. Now that I've finally managed to
representative of Light, Twilight Characters with certain aspects also put everyone to sleep by being an
and Darkness and which also have tend to be noticed much more overly verbose windbag, some
a secondary tie to the elements. easily by the Powers than J. credits are in order. I didn't manage
There is a specific reason why the Random Villager. Death tends to all of it quite by myself, after all.
Aspect of Life overlaps those of draw the Powers of Darkness and
Light and Sun and Death overlaps Life the Powers of Light, for A big portion of the credit goes
Shadow and Darkness. Those 1 in example. to my good friend Kalle Ojala who
100 occurrences of two Aspects took the rough first draft and
Arcane are supposed to be reserved Ideally the Aspect of the significantly improved it. Without
for pivotal characters in the character should reflect the his input, my ideas would have
struggle of good and evil, the character's personality or vice ended up with a far inferior, more
Powers of Light and Darkness. The versa. They are meant to be a tool limited and totally unsatisfactory
mutability of the Aspects of Light to enrich play and diversify the final form.
and Darkness according to the range of available options and to I also owe Rodger Thorm
actual choices and actions of a PC provide additional flavor to thanks for his valuable comments
or an NPC can yield very characters and campaign worlds. on the unfinished work. Most of
interesting results if played This was the sole motivation the text in the Design Notes section
correctly. The elements have a behind the (admittedly not all that is the result of answering the
slightly higher chance of occurring strenuous) effort put into the questions he had to ask, and
than the others, 6% vs 5% for a optional Aspects. hopefully that will save you the
specific aspect, and Shadow, Sun, trouble of asking them again. Of
Light and Darkness also have 6%, Now that the optional Aspect course, if there is something more
one of which is overlap with either document is more or less complete, you wish to know, I'll be more than
Death or Life. it is up to the individual GMs and happy to answer any questions on
player groups to decide whether or the mailing lists (dq-rules and dqn-
I must admit that these Aspect not they want to use some or even list Yahoo groups)
tables, especially the Aspects all of the material provided here.