Temporary Aspects

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Aspects that are introduced to (or inflicted upon) a character or scene by the actions of a character in the game, but fade from that recipient over time.

Most commonly results from a successful maneuver (page 207).

  • A maneuver roll that generates no shifts creates an aspect that is “fragile
  • Fragile” aspects can only be tagged then they are gone.
  • Usually described as very momentary changes of circumstance
    (i.e. A Quick Bead, A Brief Distraction, Momentary Slip)
  • A maneuver roll that generates shifts creates an aspect that is “sticky
  • Sticky” aspects persist after being tagged and may be invoked
  • Usually described as a sustainable/tangible advantage to be dealt with
    (i.e. Locked On, Split Focus, Unsure Footing)

Removing a “sticky” aspect requires a player make a successful maneuver roll. If a character is in a position to stop you from getting rid of the maneuver, he/she can try to make an appropriate “defense roll” to oppose you. If defender succeeds, the aspect remains. If you succeed, it goes away.

If there is no defender, you have to make a roll against a difficulty of Mediocre (+0).

Sticky aspects go away at the end of conflict.

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Temporary Aspects

Dresden Files: New York SilverSeraph SilverSeraph