Aspects

Aspects describe the different types of resources available to factions; after all, a body of armed troops at your disposal has very different uses to a cache of medical supplies, an archive of historical records, or an established trading post.

Although others might appear, there are twelve Aspects of resource in common use. They are:

  • Communications
    At this time most of the 20th century’s communication networks have been destroyed. A communications resource will be one that has been preserved or recreated; typically a radio transmitter and receiver. Communications resources might also be non-technological, simply skilled messengers who can travel between settlements or magical means to send messages.
  • Culture
    Culture resources are about the arts, humanities and leisure; the things beyond mere survival that make surviving worthwhile. A typical culture resource might be an exclusive social club, a printing-house, a published newspaper, a theatre, or some other source of soft power.
  • Espionage
    Espionage resources are about observation and subterfuge. The most typical espionage resource is a spy network, but this could also be an array of sleeper agents, a team of skilled diviners, or a wiretap on one of the few working lines of communication.
  • Faith
    Faith resources are those concerned with religion and inspiration. The most obvious is a congregation of faithful followers, but a faith resource might also be access to a religious site or relics, or a broad network of religious individuals who will listen to you. While these resources are most common among the Pilgrims, they aren’t unique to them. Faith resources very frequently have at least a subtle magical component to them.
  • Medicine
    Medicine resources are quite straightforward; they treat the sick, injured and infirm. These might be stocks of medicine, working hospitals or teams of trained medics.
  • Nature
    Nature refers in a broad sort of way to living things and the environment outside of people. Although they represent nature, to be a resource they’re still useful to people in some way. A nature resource might be an area of productive farmland, a source of clean water, places where rare and important plants grow, herds of livestock, or similar. More magical nature resources might be unusually fertile sites, animals that act as you direct, or otherwise magically influenced wildlife.
  • Research
    Research resources cover academia and innovation. A Research resource might be a library or archive, a working laboratory, a team of scientists, or a source of knowledge brought from Domus.
  • Sorcery
    Sorcery resources deal with magic in the most direct way. Sorcery resources might be magically potent sites or significant artefacts, or they might be teams of magicians you can direct.
  • Trade
    Trade is all about making a profit. A trade resource might be an established trade network between settlements, a market-place, or a supply of valuable trade goods.
  • Underworld
    Underworld resources deal with the literal or metaphorical underground. An underworld resource might be access to the many tunnels beneath London; the train tunnels, sewers, maintenance passages, cellars, and so on. They might also deal with criminal networks, beings that dwell underground, and the dead.
  • Violence
    Violence resources are quite self-explanatory; armed troops you can direct, a fortified defensible position, or military equipment such as ammunition, tanks or armour. Supernaturally tinged Violence resources might be remnant magical weapons, or magically-enhanced troops.

Non-Starting Aspects

Other aspects exist that are not available to starting player characters. Those that have been identified include:

  • Emptiness
    The self is an illusion, all things are one, and nothing is real. Emptiness resources channel the enlightened void. They might be mystics communing with that void, magically-created antimatter, or places exposed to the vacuum between atoms and stars.
  • Philosophy
    Philosophy resources are things turned away from the material and towards higher matters. They might be people or texts dedicated to such matters, the means to alchemically refine things to their fundamental nature, or access to ideal platonic forms.
  • Terror
    Some things are so vast, horrific or unnatural that they damage the minds of those who witness them. Terror resources deal with such things. They could be places where the fundamental laws of nature break down, the walking dead as minions, mind-warping cognitohazards, or directable paradoxes.

Everything
This is an NPC only resource aspect that is used for Administrative resources. It represents the power and flexibility of the Administrators that allows them to complete almost any task that has been asked of them.