ASPECTS
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An aspect is a special kind of track that measures the power and well-being of your character. Your aspects are the things that make your character distinct, granting them unique abilities to tackle the trials of the realm. There are three types of aspects...
Hallmarks represent your training, experience, and bodily functions.
Gear is a term to describe the tools you use—weapons, armor, and other pieces of gear your character relies on.
Companion can be anything from a trained animal, to a summoned minion, or a captured spirit. Something that fights alongside you, acts as a mount, or can explore places you normally wouldn't be able to access.
Many truths allow you to break the game rules by imposing special rules about your character. Some don't offer any rules but instead provide you with descriptive text.
You can at most have 8 truths about your character at the same time. This does not include temporary truths. Typically a character starts with 4-6.
Aspects are a part of your character and cannot be changed later. During character creation you choose aspects about your character that best fit your vision.
When you take damage, you mark one of your aspects by an amount equal to the damage you take. You cannot split the damage between aspects; you must choose one. When an aspect is fully marked, you cannot use any special rules associated with that aspect. They are broken until recovered (see "Recovery" below).
Some truths allow you to willingly mark them to use a powerful ability. Mark a single link when you do so.
Each aspect can be recovered in different ways. Whenever you recover an aspect, make an appropriate check, recovering 0/1/2 strain from a single aspect.
To recover a Hallmark, you could consume food or spend time pursing one of your passions.
To recover Gear, you could spend some supplies to repair it, consume a similar item, or clean it.
To recover some Companion, you could spend time training them or nurse them back to health.
Respites fully recover all of your aspects.
During a respite, you can use XP to alter, gain, or create entirely new aspects.
Costs 10 XP
Gain a new aspect from a class or ancestry you belong to. Alternatively, you can work with your GM to come up with an entirely new aspect that fits your character.
Costs 5 XP
Choose two of your aspects and merge them into one. You might need to come up with a new name for the combined aspect. The track's length is the sum of the two aspects, to a maximum of 7. Both of their rules work of the same track and when the track is filled, you can use neither of them.
Costs 5 XP
You might seek to modify one of your existing aspect. Strengthening an aspect you have might shorten its track, and similarly weakening an aspect could lengthen it. Consult your GM.