Player's Handbook · Chapter 3

Changing Aspects

An Aspect is a part of the Quarry that matters to the hunt. It may be physical, metaphysical, environmental, behavioral, social, or systemic. Wings, armor plates, a haunting Anchor, a demon's pact, a curse's carrier, a machine's targeting network, a territory boundary, or a ritual taboo can all be Aspects.

Aspects are not a disguised health bar. Each one has a current state and a written condition for changing it. Changing an Aspect must alter capability, behavior, access, or available endings. Breaking a wing may remove flight. Exposing an Anchor may make a banishment possible. Completing a memory may let a spirit recognize the present. Severing a hive link may turn coordinated attackers into isolated creatures.

An Aspect can be broken, exposed, completed, severed, or preserved. Preservation may be the point: an intact gland can become a Remnant, a completed memory can enable Pacification, and a command core may hold evidence. How you change an Aspect can determine which endings and aftermath remain available.

The Quarry record defines what an Aspect means; the Hunt records what happened to this instance. Exposing the Bell-Widow's Anchor changes the current Hunt, not the definition of every similar spirit.

Manual updated Aug 21, 2026.