Assets And Drawbacks

Table of Contents

Assets and Drawbacks

Asset Name Subname Character Implications Effect Special Requirements Depth Cost
Athlete - You are quite fit and spend a good deal of time being physically active. You begin with the Athletics skill. You automatically gain an extra success when using Characteristic Training to improve Strength, Toughness or Agility, or Skill Training to improve Strength, Toughness or Agility skills. - Strength 30, Toughness 30, Agility 30 10
Catlike - You are gifted with unusual grace and skill at moving quietly. Gain the Stealth skill, and you gain a Conditional Realisation Point that may only be spent to reroll or add Degrees of Success to Stealth tests. - Agility 30 5
Charming - You're unusually attractive, not always in a way related to looks; it could be how you speak, smell, or act in some way. Gain +10 to Fellowship skill tests toward those who would be attracted to you. - Fellowship 30 5
Common Sense - You're not an idiot, and will probably recognise when things could go bad. You may, once per session, consult with a GM about a specific action, and be told if and how the idea is inherently flawed, in the context of what the character would be expected to know. - - 5
Cynic - You're naturally suspicious of others, or maybe you have experience dealing with cons, lies and cheats. You don't have to be actually genuinely cynical. Gain the Scrutiny skill and +20 to Scrutiny tests to resist Charm or Deceive. - - 10
Driven - You're the sort of person who fights harder the more the odds are stacked against them. Gain one conditional Realisation Point to be used in any way you prefer when facing a superior foe or exceptionally bad odds. - Willpower 30 10
Duelist - Years of practice and experience- or perhaps a natural knack- have made you accomplished at dealing with a foe, one on one, weapon to weapon You begin with the Duelist talent. - Willpower 30 5
Eidetic Memory - You have a nearly flawless memory. You gain the Total Recall talent. - Intelligence 30, no 'Forgetful' Drawback 5
Egghead Chosen Skill You profess a great and focused interest in a particular intellectual pursuit. Choose one Intelligence-based skill; you now gain that skill and, whenever you test against that skill, you may reroll and take the preferred result. May be taken a number of times up to your IB. Intelligence 30 5
Fast - You're unusually fast; this asset goes well with the Athlete skill thematically. You count your Agility Bonus as one higher for the purposes of movement. - Agility Aptitude 10
Fearless - You're either recklessly brave, suicidal, or an idiot. You gain the Fearless talent. - Willpower 30 10
Healer - For whatever reason you've picked up some medical ability, maybe from a family member, upbringing or as a pure hobby. You gain the Medical Skill and the Master Chirurgeon talent. - Intelligence 30 5
Hedonist - You party hard in the pursuit of pleasure (or to forget); at this point you've built up a type of immunity to intoxicants. You gain the Carouse skill and the Decadence talent. - - 5
High Endurance - You're highly tough, capable of taking blows and working hard hours without collapse. You may test Toughness when incurring fatigue. On a success, you reduce the fatigue taken by 1, minimum zero. Increase fatigue threshold by 1. - Toughness 30, no Chronic Pain Drawback 10
Hobbyist Chosen Skill You have a hobby, something you've pursued with an amateur's focus and love for many years. You're good at it! And furthermore you enjoy it. Common examples are cooking, writing and singing. Choose one Trade skill; you now gain that skill and, whenever you test against that skill, you may reroll and take the preferred result. When you perform Locale Activities related to your hobby, you lose one stress. - - 5
Hyperactive - You act and think fast in a crisis, faster than most people do. You may spend a Realisation Point in order to perform a single Half Action as a Reaction instead. This may be before or after someone else's turn, but not during. - - 10
Incredible Sense Sense You possess, either through birth or through training, an extremely well-developed sense. Choose one sense (sight, hearing, touch, taste+smell); take a +20 bonus to Perception tests relying only on that sense. Stacks with Heightened Senses. - No 'Poor Vision' Drawback if Vision is chosen 5
Innovative - You're highly innovative, capable of unorthodox thinking and bursts of creativity. Gain one conditional Realisation Point to be used when attempting a creative plan or unorthodox use of a skill. Furthermore, you take a +10 bonus to tests related with inventing or creativity. - Intelligence 30 5
Military Enthusiast Chosen Skills You're always willing to listen and pay attention when the word is about war. You may be a scholar who has read deeply on the topic, or you may have done some fighting yourself and picked up some things, or you just pay a lot of attention to war stories. You gain two Common or Scholastic Lores related to war; whenever you test these skills, you may reroll and take the preferred result. - - 5
Mimic - You have a knack at mimicing the voices of others. You gain the Mimic talent. - Perception 30 5
Natural Leader - You're a natural leader, either due to use of authority from birth, from experience, or just some sense of charisma you possess. You gain the Command skill, and may use the Inspire special use of Command as a Half Action. - Requires the Resolution or Social Aptitude 5
Paranoia - You're always suspecting an ambush or a trap or some threat to come out of nowhere. Perhaps you grew up somewhere weird or dangerous, or maybe there's something terrible in your history that's made you like this. You gain the Paranoia talent. - No "Inattentive" Drawback 5
Platonic - You're a stone wall when it comes to romance. You may simply not be interested, or you're too devoted to one particular person, or you're just shockingly dense at taking the thing. Seduction attempts against you automatically fail, and Charm tests against you take a -10 penalty. If you willingly enter into a romantic relationship, then this is waived for that one individual. - - 5
Polyglot - You have a natural knack for languages. You may be a traveler, or you grew up in a particularly cosmopolitan environment. You reduce the cost of Linguistics skill purchases by half. Furthermore, you may test Intelligence-20 to glean basic understanding of an unknown language. - - 5
Privileged Background - Your background is one of privilege. This varies from place to place and culture to culture, and in some cases it might just mean great wealth whilst in other places it's often attached to a prestigious name or heritage. You gain an extra $100 at the start of each week. Furthermore, when dealing with people who might have reason to know, respect or fear your name, you can lean on the name in some ways to gain a bit of leverage when dealing with them. - - 5
Quick Healer - You're unusually quick to heal from injuries. Whenever you recover wounds, no matter what the source, you regain one extra. When you spend a Realisation Point to heal wounds, you may add your TB to the amount healed. - Toughness 30, no Slow Healer Drawback 10
Resilient Metabolism - Hard or desperate living, or just a fluke of nature, either way you have an admirable resistance to poisons and toxins. Gain the Carouse skill, the Resistance (Poison) talent, a +20 bonus to resist illness, and reroll toughness tests when hit with a Toxic weapon. - Toughness 30 5
Rugged - Long exposure to rough terrain has made you a master of it, and the envy of the clumsy and foreign. Choose one type of environment (eg urban, rural). You take a +20 to Survival tests and reduce the DTV of Difficult Terrain by 2. - - 5
Shrewd - You're a shrewd and cunning negotiator. You gain one conditional Realisation Point to be used in negotiations or social interactions or Social Conflicts. The Point may not be used to heal wounds. - Fellowship 30 5
Streetwise - Either due to your own circumstances or your nature, you're able to communicate freely with those who society has marginalised. Gain a +10 bonus to Social Skill tests made when dealing with the socially excluded or those living informally outside of the system. - No "Pompous" Drawback 5
Studious - Whether it's because you have a natural love of the act, or just years of grinding education has streamlined the process for you, you're much more comfortable and successful with school and schoolwork than your peers. Gain a +10 bonus to rolls for the Study and Attend School Personal Actions. Furthermore, you take 1 less stress from these actions. - No "Delinquent" Drawback 5
Thrill Seeker - You're either addicted to thrills, or whenever you find yourself in dangerous situations, you just switch on. Whenever you spend a Realisation Point in dangerous situtations where you are outmatched or performing an exceptionally brave feat, roll a 1d10. On a 10, the Point is regained. Furthermore, if you engaged in dangerous activities during the day, you lose one point of stress. - No "Coward" Drawback 5
Troublemaker - You're not comfortable with authority, and you wriggle and worm and squeeze your way out of it whenever possible. You gain two of the following skills: Stealth, Security, Sleight of Hand. Authority figures take a -20 penalty to Charm or Command tests against you if attempting to make you do something. - No "Submissive" Drawback 10
Uncanny Luck - Things just, sometimes, go your way, often in highly unusual or unlikely ways. Once per session, you may subtract an already rolled test result by 2d10. - No "Cursed" Drawabck 5
Unremarkable - You're not remarkable to look at. In fact you're actively forgetful. People trying to remember your face have a genuine problem doing so. You gain the Unremarkable talent. - - 5
Urbane - You're at home in urbane situations, when dealing with those in power or prestige. Gain a +10 bonus to Charm, Deceive, Scrutiny and Inquiry tests made when dealing with the authorities, socialite classes and in formal situations. - No "Coarse" Drawback 5

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