Fallen Angel introduces the concept of Aspects.
Each character’s combat arts are grouped into three aspects, with each aspect allowing a certain style of playing. A Shadow Warrior, in this way, has the possiblity of a whole range of play styles by focusing or mixing Combat Arts from this choice of 3 aspects. From stalwart "tank" to a tactical warrior to the third aspect which involves his dalliance with necromancy, the Aspects allow for an unprecedented freedom regarding character abilities and development. The freedom to choose your aspects and combat arts allow players to create their own unique character. The ability to create a character that has Combat Arts chosen from just one Aspect or mix from all three allows combinations that will mirror the player's unique playing style.
Each single Combat Art can be modified individually by the player, an example of which would be a Fireball spell that variations allow the fireball to be customized and wielded as a succession of blazing rapid fire spheres, or instead as a large, explosive fire-and-forget projectile.
Each character can also find a special Set that is specially tailored to suit each of their aspects.
Dragon Mage Aspects
This offensive aspect is intensely connected to the dragons. He can call them to his support and even turn himself into one.
This magic gives the power to create creatures out of the elements, which will battle his enemies for him in his stead and will give enemies little chance of getting close to him.
This aspect most resembles the classical arts of a mage. His powerful area spells burn or bewilder the enemy.
Ranged combat comes easily to the Dryad, and her prowess with these weapons is frightening. She is second to none when stealthily attacking from a distance, and can inflict great damage before being seen.
Displaying the darker side of the Dryad, this powerful magic slowly removes the life force from her enemies. She can also summon the ethereal ghosts of her defeated foes to fight by her side.
Nature is one of the strongest forces of battle, and a Dryad in tune with her surroundings is indeed formidable. Using the ancient forces of the world, she subdues her opponents and protects herself.
High Elf Aspects
Choosing this aspect will render the Adept as the classic mage, fully devoted to the element of fire. The very nature of these studies is a burning aggression, leading to a predominantly offensive style. Executing the art of fire magic allows for a wide flexibility in which the spells can easily be individually adapted.
Here she specializes in ice magic, putting emphasis on her own protection while also weakening the opponent. This art of magic is the opposite of fire magic. It is much more defensive, although even a storm magician is able to weave some powerful attack spells.
This aspect comprises many powerful and effective spells. A High Elf proficient in the study of the Arcane Illusionist wields magic that will assist and protect, equipping the mage for confrontations in melee combat. This is the school of classic magic, well suited to support one of the other aspects.
The Inquisitor is an excellent melee fighter. He is not defensive; instead, he prefers to attack relentlessly with no regard for his own protection. He knows very well that his best defense lies in preventing a second blow from his opponents. The Inquisitor uses his privileges and an extremely high degree of sadism as only these former clergymen do. He disposes of his opponents by various cruel means such as shackling them to a pillory or even executing them.
The Inquisitor becomes almost invincible. He can take on hordes of enemies, hurling powerful streaks of lightning towards them, or he can steal their souls and use them to his advantage. No one is able to withstand them! His command of magic is so extensive that he can turn his opponents or their attacks into weapons.
The Inquisitor is also proficient at dark magic that drains the souls from his opponents and even turns the dead into tools. The darkest among the Inquisitors excel in the dark arts. They feed on souls and they desecrate corpses in order to enhance their own powers. They can even frighten their opponents literally to death.
The Seraphim is a graceful expert of close combat. She is not as physically strong as the Shadow Warrior, but she compensates for this with nimble weapon techniques. The Seraphim is able to perform many smooth, tactical moves in order to keep her enemies at bay.
Due to her mystic background she has the gift of holy magic that can turn her into a magic fighter. Becoming learned in this aspect teaches the Seraphim the weaving of illumination and prayer. She fights using divine light and fire, just as an archangel might.
This aspect enables the Seraphim to use technological advancements to aid her in battle. She is able to gain several powerful abilities for use during combat.
Shadow Warrior Aspects
The fighting specialist. No subtle conjuring, just raw strength and violence. In this aspect, the Shadow Warrior fights solely as a behemoth of a fighter and does not weave any kind of magic. His main characteristics are pure strength and stamina. He will bellow a mighty battle cry every time he lashes out at an enemy with one of his powerful combat arts.
The Shadow Warrior is also capable of applying a more strategic and agile close combat style that relies less on sheer strength and armor and more on dexterity and tactics.
The Shadow Warrior’s link to the afterlife allows him to call forth his dead comrades in order to fight for him. The warrior who becomes an Astral Lord commands the spirits of the damned, summoning them forth and overseeing the battle from his ranged vantage point. To lead the charge into close combat, the Shadow Warrior must also follow either of the Death Warrior or Malevolent Champion aspects.
Temple Guardian Aspects
The Temple Guardian is a cyborg and as such, a deadly, efficient and unemotional war machine. Once, he had been created to protect the Great Machine; now, he is able to inflict severe physical damage to his opponents by using T-Energy purposefully. He boasts features that no other character possesses. The Temple Guardian is very strong in close combat.
One arm of the Temple Guardian is purely mechanical, which allows him to exchange it and enhance it with T-Energy, to make it an even deadlier weapon against opponents. The Temple Guardian uses a number of weapon arm attacks for ranged combat, thereby destroying opponents before they even get close.
The Temple Guardian was once part of the Great Machine and can still use T-Energy as a weapon. With it he can change the attributes of opponents and even those of his environment. T-Energy grants the Temple Guardian special abilities in order to weaken or transform his opponents. He is able to surround himself with an energy field and he can use extensive heat or cold to weaken his opponents.