Assets
Besides their unique abilities, training, equipment, and cunning, a hero has a number of other Assets which may contribute to a successful adventure. Assets are a quirk, an investment, or an experience from the character's past that sets them up for future success.
You automatically receive a special Asset from your Species as well as one associated with your Background. You may either take a third Asset of your choosing or upgrade an existing Asset to its Advanced version, which is more powerful and effective than the Basic version. Note that there is no other way to acquire new Assets or advance existing Assets outside of story progression. The GM will inform you when it makes the most sense for you to acquire a new Asset or improve an existing one.
You automatically receive a special Asset from your Species as well as one associated with your Background. You may either take a third Asset of your choosing or upgrade an existing Asset to its Advanced version, which is more powerful and effective than the Basic version. Note that there is no other way to acquire new Assets or advance existing Assets outside of story progression. The GM will inform you when it makes the most sense for you to acquire a new Asset or improve an existing one.
alchemistYou may use your Supply to acquire Consumables without the need to purchase them from a store. The amount of Supply this costs you is equal to the Consumable's Lux cost divided by 5 (use an exchange rate of 1 Supply = 5 Lux). You can acquire any Common or Uncommon Consumable in this manner.
Advanced: As above, but use an exchange rate of 1 Supply = 10 Lux and you may acquire any Common, Uncommon, Scarce, or Rare Consumable in this manner.
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Arms Training: Armor SpecialtyThrough the course of your training and experience, you've worn a certain type of armor - so much so, that it's become like a second skin to you. Pick a type of armor you've mastered (Cloth, Light, Mail, or Plate). While wearing this armor, you gain +1 Defense and may ignore any penalties related to speed, stealth, or movement that would normally be caused by this armor.
Advanced: As above but you also gain +1 Physical Damage Resistance while wearing this type of armor.
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Arms Training: Focoi WielderYou have learned to use a special kind of weapon which uses Lux to weave mystical energies into a destructive force against your enemies. You can equip and use any Focoi type of weapon - what's more, taking this Asset at character creation gives you a Focoi of your choice, free of charge.
Advanced: As above but your talent for Focoi grants you a +1 bonus to attacks made with a Focoi. When dealing damage with a Focoi, use a damage dice that is one size higher than the weapon would otherwise permit (for example, if the weapon uses a d4 as its damage dice, you would use a d6).
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Arms Training: Weapon SpecialtyYou've spent a great deal of time training with a particular weapon, acquiring a measure of mastery over it's forms and techniques. Pick a type of weapon you've mastered (Axes, Blades, Blunt, Exotic, Pole Arms, Projectile, or Thrown). You have a +1 bonus to attacks with weapons of this type. When dealing damage with a weapon of this type, use a damage dice that is one size higher than the weapon would otherwise permit (for example, if the weapon uses a d4 as its damage dice, you would use a d6. If it normally uses a d8, you would use a d10 and so on.)
Advanced: As above but pick a second type of weapon you have mastered. The benefit of this Asset applies when you use either of these weapon types.
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ArtistryYou are a proficient and prolific artist, talented and trained in one of the arts. More than a mere dabbler, you are quite skilled, capable of producing top-tier works. Choose one of the following art forms in which you are proficient:
You have Advantage on any Feat with which you can apply your artistic knowledge or leverage the skills intrinsic to your particular field of art. Advanced: Pick another art form you are proficient in. You are considered a master, a genius in any form of art you practice - surely your contributions to culture and the arts will be celebrated for centuries to come.
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BoatYou own a ship that can travel the rivers and inland seas, covering up to 4d20 miles in a day with a full crew of 3 (reduce this speed by 1d20 miles per day for every crewman you lack). The ship can haul up to 2 weeks worth of supplies, up to 10 standard-sized barrels/crates of goods, and up to 10 passengers (including you and your crew).
Advanced: You own an engine-powered ship that can travel the rivers with ease, covering 5d20 miles in a day. Though you can take on crewmates to make sailing easier, you don’t lose any speed for lacking crew. The ship can haul up to a month's worth of supplies, up to 25 standard-sized barrels/crates of goods, and up to 25 passengers (including you and your crew).
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CelebrityYou are famous (mostly in a good way). While you may be relatively unknown in other city-states, you are instantly recognized wherever you go in Belhaven. This can lead to free drinks, adoring and helpful fans, and the bending of certain rules just this once and only because it's you. If anything bad were ever to happen to you, word would quickly spread among a sympathetic populace, which makes it quite difficult to threaten you. While it might be a challenge to go anywhere unnoticed, fame definitely has its perks. Work with the GM to decide what you are famous for and just how beloved you are among the people of Belhaven.
Advanced: As above, but even more famous - you are at the level of an A-List worldwide celebrity or a former President. Your fame even extends beyond Belhaven; should you visit another nearby city-state, it is likely that you will be widely recognized and celebrated there as well.
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ConnectionsYou know a lot of people in a lot of different places. And while your relationships are all different, you are able to leverage all of them to your advantage when you must. If you have need for information, resources, or new adventure opportunities, you may make a Charisma Feat to see if you know someone nearby who can help.
Describe to the GM three of your most key connections, including in the description where they live/frequent, what they know or can do for you, and what they're likely to ask for in return. Advanced: You have Advantage on Charisma Feats made to see if you have a Connection nearby. Describe to the GM up to six key connections you have.
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CraftsmanshipYou are a capable craftsman, able to make your own equipment, given the proper time and resources. Choose which one of the following Crafts you are proficient in:
Advanced: Choose a second Craft you are proficient in. You have Advantage on all Feats related to your Craft.
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Diplomatic PrivilegeYou are not from Belhaven, but another nearby city-state. Due to your notoriety and the delicate nature of diplomatic relationships between your homeland and Belhaven, you enjoy a certain amount of leverage when it comes to legal matters in these foreign lands. While you may be held liable for major crimes, you can get away with most minor infractions simply by informing the authorities of your identity and the privileges you enjoy.
Advanced: Your status allows you to literally get away with murder. Only the most egregious of offenses will ever give the authorities pause. You are almost entirely above the law.
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Disease ImmunityYou enjoy a robust immune system and almost never get sick. You have Advantage to resist every Normal Disease and also have Advantage to end such diseases if ever you contract one. Pick one Normal Disease: you are totally immune to this illness and will never contract it, no matter what you do.
Advanced: Pick three Normal Diseases you are immune to and one Magical Disease you are immune to. You have Advantage to resist both Normal and Magical Diseases and also have Advantage to end such an illness if ever you contract one.
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Dungeon PassYou have been awarded a pass which allows you to enter into the labyrinth beneath Belhaven's streets. The watchmen who guard these passages must allow your party (of no more than six) to proceed past their checkpoint whenever this pass is presented. You pass allows you to enter but once a week, however; the guards will not permit you to enter more frequently than this.
Advanced: Your Dungeon Pass allows you free reign to enter and exit the dungeons of Belhaven as often as you like. How you cam to attain such a rare and limited privilege is up to you and GM to decide.
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eDUCATEDYou have been formally educated. Not only are you able to read and write, but your completion of Common School affords you all the rights entitled to a full-fledged citizen of Belhaven; you may vote, own property, and borrow books from one of Belhaven's many libraries. Choose for yourself three additional Features.
Advanced: As above, but you have not only finished Common School, but have fulfilled the requirements to receive a college degree from the College of Alcurists, Evenar Academy, or Darnouth and all the prestige, connections, and accolades that come with such an elite education. Choose for yourself another three Features (for a total of six Features from this Asset).
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GrimoireYou have read a Grimoire and its spell is permanently imprinted upon your soul. Gain access to any Spell of your choosing, which you may cast as per its usual rules. You will never lose access to this Spell so long as you are conscious and able to use magic.
Advanced: As above, but you may pick a second Spell of your choosing which you may cast as per its usual rules.
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Home BaseYou own a small home in Arx, Harrow, Oldemere, Pridwen, Riven, or Tretagar. You may come here to rest, train, store your treasures, and plan your next adventure. This modest home is large enough to accommodate a small family or group of adventurers. Farmers, traders, and the middle class typically live in homes such as this one.
Advanced: You own a larger home in Athanos, Concordia, Eorling, Moroque, Palladia, or Prospera. You may come here to rest, train, store your treasures, and plan your next adventure. Though on the smaller end of what could be still considered a mansion, your home allows a large family or big group of adventurers to live in comfort and luxury.
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Life SavingsYou've spent your life scrimping and saving and have a nice little nest egg to show for it. You have an additional 300 Lux with which to purchase starting equipment before the game begins. Anything you don't spend by the time the first session starts becomes on-hand cash.
Advanced: As above, but you have 500 Lux to spend on starting equipment and begin the game with 100 Lux as on-hand cash, plus whatever you don't spend by the start of the first session.
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LoreYou have an encyclopedic knowledge of monsters, treasures, special places of interest, and all manner of stories mythological, historical and somewhere in between. Succeeding on an Intellect Feat made as a Free Action, you may recall facts and legends about a particular creature you encounter, an item you can examine, or a location you visit.
Advanced: Not only do you have Advantage on Feats related to recalling Lore about something, you receive detailed information from the GM, allowing you to pinpoint a creature's abilities, resistances, and vulnerabilities, and properly identify all the qualities of magical items you spend at least 10 minutes examining.
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NOBLe STEEDYou own an exceptional horse who is trained to be your mount and companion. It will come when you call and do as you command (though commanding it to put itself in obvious danger requires a Charisma Feat on your part). Your horse is able to bear you and all you typically carry up to 50 miles per day in good conditions.
Advanced: Your horse is no mere mount, but a supernatural creature; a lesser Daemon who has chosen you as its adventuring companion. Your steed always knows your location and, once per day, may appear at your side no matter the distance between you. It is capable of bearing you, your pack, and up to one other rider at a base speed of 80 miles per day.
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PANDORAYou have contracted the magical disease known as Pandora. The disease manifests as black scars which slowly grow across your body, forming arcane patterns as the disease progresses. You gain the ability to cast Spells using Rotes and may select up to three Rotes of your choosing. See the Rotes page for a list of Rotes and more information about casting Spells via Rote.
You also have permanently contracted this terminal disease for which there is no cure. Your symptoms can be managed, but sooner or later, you will die of Pandora. See the Pandora page for more information on your illness. Advanced: You have learned to draw on the power of your sickness, turning your curse into a true source of power. Any time you would take on Strain, you may draw power from Pandora, risking the advancement of your disease to mitigate the Strain. Roll 3 + (Pandora Stage)d6; for each dice that Bumps, reduce incoming Strain by 1. For each dice that shows a "1", gain a point of Delirium as your Pandora worsens.
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PATRONAGESomeone powerful, wealthy, knowledgeable, and/or well-connected has taken an interest in you and offers regular support for their own purposes. Perhaps they are training you as their successor, perhaps they are playing a long, elaborate game and you're just another piece on the board...or maybe they just need a hobby. Whatever the case, you'll roll 1d4 at the start of every gaming session and receive a message from your patron with...
1. Correspondence asking about your adventures 2. 1d20 Crowns 3. A useful (consumable) item of the GM's choosing 4. A new adventuring opportunity or quest hook Advanced: Same as above, but increase the dice’s size to 1d6 and add the following options:
5. The name and location of a contact who can help with your current predicament 6. 1d100 Crowns |
RANK & TITLEYou have a rank and noble title in the city of Belhaven and are recognized as someone of importance. While you aren't counted among the truly elite by any measure, you could be considered something of "middle management" as there are a fair few above you and many beneath you. How involved you are in the day to day duties of your station is up to you and the GM to decide - work with the GM to determine what your duties are, if and how you can shirk them, who serves under you, and who you serve under.
Advanced: You hold a rank and noble title of true significance in Belhaven. You have all the perks and the responsibilities befitting someone of your station. There are many who serve under your and only a very few counted above or beside you. Work with the GM to determine your title, your duties, and how a powerful figure such as yourself will fit into the events of the story.
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ReLICYou own a powerful magical item you acquired at some point in your past. Maybe it's a family heirloom. Maybe you won it in a high-stakes card game. Maybe you stole it. However you attained it, this item is all yours now. Work with the GM to pick a Common or Uncommon Relic that works with your character concept and fits in the narrative; it begins at Rank 1.
Advanced: As above but you may pick a Common, Uncommon, Scarce, or Rare Relic, which begins at Rank 2.
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Secret SocietyYou belong to one of Belhaven's elite, secret societies. Perhaps you are a Blackjack working as a smuggler for the Blackwater Combine, a Tourner dealing in secrets for the Vesper Owls, or even a Whisper training to be an assassin for the Blood of Nocturne. Whatever group you belong to, you are a novice, entrusted with a few secrets, special contacts, and plot hooks you might not otherwise be privy to. Work with your GM to decide the group you belong to, your specific duties, and what privileges you rank avails you to.
Advanced: As above, but you have achieved a middle rank within the guild, gaining access to deeper secrets, greater responsibility, and plot hooks leading to more enticing rewards.
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Sin EaterFor whatever reason, you have an innate resistance to the corrupting energies known as Sin which radiate from dark places and dead Hellbeasts. This makes you an ideal candidate for hunting monsters and slaying Dungeons. You always have Advantage to Save against or otherwise resist the effects of Sin.
Advanced: Except in the most extreme circumstances, you are never affected by the corrupting presence of Sin and automatically resist all but the most powerful instances of exposure. Eventually, you may feel some of Sin's effects over the long term, but during the course of the narrative you will (most likely) remain wholly unaffected.
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Steady IncomeWhether through gainful employment, wise investments, or the wealth of patrons, you enjoy a regular income of 10 Crowns at the start of every gaming session. Perhaps you already had this money on you and forgot about it, perhaps it was delivered by messenger...whatever device the GM decides to employ, you have access to a consistent amount of money on a regular basis.
Advanced: Instead of receiving 10 Crowns at the start of every gaming session, you receive 25 Crowns at the start of every gaming session.
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Sworn enemyThere is a certain type of creature or members of a certain group whom you despise with all your being. Work with the GM to either select a Type of creature or an organization you consider your sworn enemy. You should try to provide the GM with a compelling reason why this group or type of creature is your sworn enemy. The first attack you make against your sworn enemy each round has Advantage and the first Defense or Save you make against them each round also has Advantage.
Advanced: As above, but you may take a second sworn enemy.
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THIRD eYEYou do not have a literal third eye, but do have the ability to sense the presence of spirits whenever they are nearby. While any (otherwise invisible) spirit with a Level higher than yours can willingly hide themselves from your detection, they must make a conscious effort to do so (and all but the most paranoid will not likely do so unless they know you have this ability). The GM will alert you to the presence and general position of spirits within 30 meters of you.
Advanced: As above, but you can sense spirits within 50 meters. You may also make an Awareness Feat to actually see any spirits that are present with your physical eyes, peering into Spiritus Mundi to determine their exact location and appearance.
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VisionsThe fates have blessed you with visions of the future. Unfortunately, you have little control over when these visions seize you, how long they last, and what you see. This will occur at least once per day, usually when you take a Full Rest (though the GM can seize you with a vision at any time). When you have a vision, the GM rolls a d4 once for each of the columns below to determine the nature of your vision.
Advanced: Your visions are not random; you can hold them at bay or let them take you or you may seek them out when you have an hour or so to meditate. You'll only ever have one vision per day, however. When you do, you may roll twice on each of the columns below and use the result of your choosing.
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Your vision is...
Clarity
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Range
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Mutability
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