Assets
Besides her powers, training, equipment, and cunning, a hero has a number of other Assets that 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 receive one Asset from your Race and another of your choice which is 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. |
Character CreationPick one of the Assets associated with your Background. You also gain a Racial Asset based on your character's Race. You may either take a third Asset of your choice at the Basic Level or advance either Asset from your Race or Background to the Advanced Level. |
Assets are divided here into three categories:
- Standard Assets: Normal Assets that provide you with a special advantage based on your experiences as a hero.
- Racial Assets: Every member of the given Race has the Asset associated with its people - however, some are able to push themselves further than others.
- Arcanum Assets: Your connection to Mana grants you an additional Prime Arcanum (for which the Asset is named); a necessary path opens for heroes looking to explore multiple options or work towards a very specific build/concept.
Standard AssetsAirship
Ambidextrous Art Boat Connections Craft Diplomatic Immunity Disease Resistant Immortality Income Lore Manse Noble Steed Patronage Posse Rank & Title Relic Reputation Rituals Secret Society Sworn Enemy Third Eye Visions Wagon Wealth Weapon Expertise |
Racial AssetsArboreal Roots
Boundless Heart Dark Inheritance Deific Wings Elven Grace Endless Potential Eyes of Midnight Glamour Goblin Ingenuity Insectoid Machine Body Savage Valor Scion of Magic Stone's Resolve Spiritual Heritage Water Freedom Wildblood |
Arcanum AssetsAerokinesis
Alchemy Animal Spirit Apostasy Arcane Theorum Arts of Rapture Bloom Bu-Jutsu Divine Election Eldritch Pact Exploits Familiar Geokinesis Gunslinger Hydrokinesis Incarnae Invention Ki-Jutsu Martial Supremacy Necromancy Oathsworn Oversoul Poisoner Prism Psychic Awakening Pyrokinesis Secret Society Soulsteel Tai-Jutsu Tether Totemic Tricks of the Trade Vampirism Wildshape |
Standard Assets
AirshipYou own a small Airship that can travel through the sky, covering 2d20 miles in a day with a full crew of 4 (-5 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 a large Airship that can travel through the sky, covering 4d20 miles in a day with a full crew of 6 (-5 miles per day for every crewman you lack). 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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AMBIDEXTROUSYou are neither right nor left handed, but are capable of using both hands with equal dexterity at the same time; all your limbs (even if you have more than two) can perform different tasks simultaneously with no penalties.
Treat all one-handed weapons you wield as though they had the "Off-Handed" Feature. ADVANCED
Once per round, you may perform what would normally be a full Action as a Half-Action using your off-hand.
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artYou are proficient in one or more of the arts. More than a mere dabbler, you are quite skilled, capable of producing top-tier works. Choose which one of the following art forms you are proficient in:
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 small ship that can travel across the sea, covering 1d100 miles in a day with a full crew of 4 (-10 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 a large ship that can travel across the sea, covering 2d100 miles in a day with a full crew of 6 (-10 miles per day for every crewman you lack). 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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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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craftYou 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 ImmunityDue to your notoriety and the delicate nature of diplomatic relationships between your homeland and the outside world, you enjoy a certain amount of leverage when it comes to legal matters in 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 ResistantYou enjoy a robust immune system and almost never get sick. You have Advantage to resist every Mundane Disease and also have Advantage to end such diseases if ever you contract one. Pick one Mundane Disease: you are totally immune to this illness and will never contract it, no matter what you do.
ADVANCED
Pick three Mundane Diseases you are immune to and one Magical Disease you are immune to. You have Advantage to resist both Mundane and Magical Diseases and also have Advantage to end such an illness if ever you contract one.
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ImmortalityMore than just long-lived, you are blessed (or cursed depending on your perspective) by the powers that be with a form of immortality that sees you remain youthful and vigorous, no matter how many years pass by. You will never die of old age. Only through grievous injury will you ever succumb to death. Your long life has given you a wealth of experiences. Gain three more Features of your choice.
ADVANCED
You are a true immortal, wholly immune to death. Unless killed under very specific conditions (determined by the GM), you will return from death in one way or another after 1d4 days. Your long life has given you a wealth of experiences. Gain five more Features of your choice.
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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 small amount of money on a consistent and 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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LOReYou have an encyclopedic knowledge of monsters, locations, treasures, and all manner of stories, mythological and historical and somewhere in between. Succeeding on an Intellect Feat, 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 identify magical items you spend at least 10 minutes examining.
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MANSEYou own a Cottage in a location of your choosing, to which you may return 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 and the middle class typically live in homes such as this one.
ADVANCED
You own a Villa in a location of your choosing, to which you may return to rest, train, store your treasures, and plan your next adventure. The smallest of what could be still considered a mansion, the Villa is a quaint favorite of wealthy merchants and minor nobility who wish to live in comfort and luxury.
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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 not only a companion, but an extraordinary creature touched by destiny with supernatural abilities of its own. 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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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...
ADVANCED Same as above, but roll 1d6 and add the following options:
5. The name and location of a contact who can help with your current predicament 6. 1d100 Crowns |
POSSEThough they aren't anywhere near as powerful as you are, you have a group of friends, followers, or flunkies who are ready, willing, and able to do your bidding. They aren't great in a fight (and only have 1 HP and 1 in all their Combat scores), but they are useful for other things. Create up to 5 NPCs with 3 Features each. Distribute these scores among their BASIC stats as you see fit: 3, 2, 2, 1, 1.
ADVANCED
As above, but you have more followers who are a bit stronger. Each has 5 + (your Level) HP and 3 in all their Combat scores (which improve by 1 every 5 Levels you have). Create up to 8 NPCs with 5 Features each and distribute these scores among their BASIC stats as you see fit: 5, 4, 3, 2, 1.
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Rank & TitleYou have an official rank and a noble title in a country or an organization of your choosing, where you are recognized as someone of importance. While you are not the person in charge, you do have a number of responsibilities and could be considered "middle management". How involved you are in these day to day duties is up to you, as you have plenty of people beneath you to pass the buck or blame onto. Work with the GM to decide who you serve and what your responsibilities are.
ADVANCED
As above, but you have a great deal of responsibilities with an accompanying rank and title as befits your station. You would be considered "upper management" with many working under you and only a select few who are in authority above you. Work with the GM to determine who you serve and what your responsibilities are.
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RELICYou own a powerful and unique treasure, a wondrous item unlike any other. However you came by this item, it is more than a mere magical trinket. This Relic has a mind and will of its own and has chosen you as its owner. Select any Relic with an Attunement cost of 1. Your Relic starts at Level 1 and will grow in power as you fulfill its Keys and raise its Level.
ADVANCED
As above, but you may select any Relic with an Attunement of 1 or 2; while this Relic is at Level 1, you may consider the Relic to have an Attunement of 1 (regardless of what it's actual Attunement is).
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ReputationYou are either famous (or infamous), well-known and loved (or feared and hated) by all within a realm of your choosing. Decide exactly what it is you are known for and how well people recognize you. Your fame will open doors for you and ensure that most people who recognize you treat you with some measure of respect and familiarity...not to mention, if you go missing, people will notice. The lack of anonymity, however, may be a problem at times when discretion is key.
ADVANCED
You are even more well-known than above, famed throughout an entire continent. Word of your reputation has even spread to far-off lands; no matter where you go, there will probably be someone somewhere who recognizes you.
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RITUALSWhatever your powers, however you focus Mana's blessing, you are familiar with a great many Rituals. Unlike most of the special abilities wielded by heroes like yourself, Rituals are incredibly time-consuming but also incredibly powerful and useful. You know more than most, having spent a great deal of time mastering an arsenal of Rituals to address any situation you come up against. Pick three more Rituals you know.
ADVANCED
Instead of three more Rituals, pick five more Rituals you know. The first Ritual you use each day does not consume a point of Destiny.
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SECRET SOCIETYYou belong to a powerful and influential group of people from all walks of life and all stratum of society. Together, you form a secret cabal that controls the fate of your nation and beyond. You are no mere grunt or fledgling in this organization - you have paid your dues and ascended the ranks, learning many secrets and gaining some responsibility in the process. Though you've yet to reach the inner sanctum, your position only grows with every success.
ADVANCED
You are considered one of the group's inner circle, entrusted with nearly all of its secrets and a great deal of responsibility. People within the secret society look to you as a leader, a duty you accept with humility.
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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. 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. When you hit a sworn enemy with an attack, deal an additional 1d6 damage to them which cannot be reduced or negated.
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THIRD EYEFor whatever reason, you are attuned to the unseen world of Spirits and are able to see, hear, and otherwise sense the normally unseen denizens of the Unworld whenever they are present. You cannot touch or physically interact with these beings, though you are able to speak to them. Be aware that such beings are not accustomed to being seen and may react to you with everything from bemused curiosity to anger to hounding you with requests if they become aware that you can sense them.
ADVANCED
Any time you are unconscious, you may leave your physical body behind and travel to the Unworld, where you are considered a Spirit, capable of interacting with other Spirits and the ghostly environment of this plane of shifting shadows. You instantly leave the Unworld the moment your body returns to consciousness.
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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, often when you take a Full Rest (though the GM can seize you with a vision at any time, and may award you a point of Destiny if this places you in jeopardy). When you have a vision, it is...(the GM rolls 1d4 for every column):
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 above columns and use the result of your choosing.
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Clarity
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Distance
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Mutability
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WAGONYou own a wagon with about as much space as a small bedroom. If you are economical and organized, you can stow rations for a week, about a single crate of goods, and a few amenities for the road, like a bed to sleep in...or you can clear it all out to make room for up to 6 passengers. A team of two horses can pull your wagon up to 30 miles per day in normal conditions.
ADVANCED
You own a large, luxurious wagon that can stow rations for two weeks, two crates of goods, and several amenities and travel luxuries. Or you can make room for two to travel in moderate comfort. Or you can clear it all out to transport up to 8 passengers. A team of four horses can pull your wagon up to 50 miles per day in normal conditions.
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WEALTHThrough inheritance, business savvy, or some other means, you've acquired quite a large fortune in the time leading up to your adventure's onset. You have an additional 300 Crowns to spend on starting equipment and 200 Crowns as on-hand cash when the game begins.
ADVANCED
You have an additional 600 Crowns to spend on starting equipment and 400 Crowns as on-hand cash when the game begins.
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WEAPON EXPERTISEYou'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. You have a +2 bonus to attacks made with this weapon and increase its base damage by 1.
ADVANCED
Either pick two types of weapons with which you have +2 attack, +1 base damage or pick one type of weapon with which you have +4 to attack and +2 to base damage.
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Racial Assets
ARBOREAL ROOTSrequires Dryad race
You are able to speak with plants as though you were conversing with any other sentient creature. To observers, this is an odd, one-sided conversation as only you (and others who understand the speech of plants) are able to hear the plant's reply with any clarity.
ADVANCED
You can use an Asset to unlock the Advanced version of Arboreal Roots, which works as above but also allows you to (once per Rest period) dig your roots into the soil to absorb nutrients and commune with the World Tree. Doing so restores 1 Resolve to you or one ally who is touching you for the entire time you are rooted.
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BOUNDLESS HEARTrequires Halfling race
You can re-roll any dice that shows "1" when you roll a Save. You have Advantage to Save against Charmed, Terrified, and Stunned.
ADVANCED
You can use an Asset to unlock the Advanced version of Boundless Heart: You can re-roll any dice that shows "1" or "2" when you Save. You have Advantage to Save against Charmed, Terrified, and Stunned and are immune to one of these status effects (decide which when you gain this ability).
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DARK INHERITANCErequires Fomorian race
You have low-light vision, allowing you to see with perfect clarity in low-light conditions. You have Advantage on any Feat related to deception, manipulation, or seduction.
ADVANCED
You can use an Asset to unlock the Advanced version of Dark Inheritance, which functions as above but also allows you full use of your prehensile tail, granting it all the finesse and dexterity of a third arm. Your tail can equip and use one-handed weapons, shields, and items that can be held or used with one hand and may interact with the world as though it were an extra hand.
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Deific Wingsif prompted, you may take this Asset in lieu of your regular Racial Asset
A pair of radiant angel wings or bat-like demon wings gives you the gift of flight. You can fly at any point during or for the duration of any movement you make, but you may not end your moves airborne. Any time you fall from a height and are conscious, you can make a Save to use your wings and right yourself, slowing your fall before you hit the ground; doing so causes you to land on your feet and take no damage from the fall.
ADVANCED
You can use an Asset to unlock the Advanced version of Deific Wings, which allows you to end your moves airborne.
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ELVEN GRACErequires Quendi race
Choose a BASIC stat which you favor. Whenever you make a Feat using this stat, you can re-roll any dice that shows "1" or "2" (but must use the second result).
ADVANCED
You can use an Asset to unlock the Advanced version Elven Grace which, allows you to choose another BASIC stat which you favor. Whenever you make a Feat using either of your favored stats, you can re-roll any dice that shows "1" or "2" (and must use the second result). |
ENDLESS POTENTIALrequires Human race
Upgrade one of your Arcanum.
ADVANCED
You can use an Asset to unlock the Advanced version of Endless Potential, which grants you a new normal Arcanum of your choosing or Upgrades an Arcanum you already have.
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EYES OF MIDNIGHTrequires Drow race
You have Darkvision which you can turn on and off at will, allowing you to see in both daylight and pitch darkness with total clarity.
ADVANCED
You can use an Asset to unlock the Advanced version of Eyes of Midnight, which works as above but also grants you the ability to see the heat signature of living creatures through up to one meter of material. So long as a living creature does not have total cover behind a barrier thicker than one meter, you can see their glowing aura regardless of whether they are Hidden or Invisible.
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gLAMOURrequires Aen Sidhe race
You have 3 points of Glamour each day. You may use Glamour to convince a creature you're able to communicate with that what you are saying to them is true. The target may Save to end this effect any time they are presented with evidence that you are lying (they may Save with Advantage if the evidence is undeniable). You cannot Glamour non-Mortals or other Aen Sidhe.
ADVANCED
You can use an Asset to unlock the Advanced version of Glamour which functions as above, but grants you 5 points of Glamour each day instead of 3 and allows you to use your Glamour to create an illusion that alters your appearance to that of another humanoid you touch. This effect lasts until you take a Full Rest or voluntarily remove the disguise.
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GOBLIN INGENUITYrequires Goblin race
Total Actions +0.5. Once per Scene when you roll any dice (except for Feat dice), you can increase or decrease the size of that dice by one degree.
ADVANCED
You can use an Asset to unlock the Advanced version of Goblin Ingenuity, which works as above, but allows you to use it three times per Scene instead of just once. You can also use Goblin Ingenuity to give yourself Advantage on a roll or negate an instance of Advantage an enemy would otherwise have on you.
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INSECTOIDrequires Oluxar race
You have two pairs of arms, allowing you to equip extra weapons or shields, carry more things at once, or keep open for utility purposes. You have Disadvantage on all social Feats made to interact with non-Oluxar.
ADVANCED
You can use an Asset to unlock the Advanced version of Insectoid which gives your thick carapace the capacity to act as natural armor, granting you Advantage on all Defense Feats against conventional (non-magical) attacks while you wear Cloth, Light, or no armor.
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MACHINE BODYrequires Mechan race
As a fully mechanical being, you transcend Mortal limitations. You have no need to eat, sleep, or breathe (though you must power down for at least 4 hours to gain the benefits of a Full Rest) and are immune to all forms of disease and poison. When the game starts, double your starting Hit Points and Resolve. However, you cannot be healed by medical or magical means; repairs by a skilled technician are considered medicine for you and you can only recover HP by spending Resolve or resting. You cannot benefit from potions.
ADVANCED
You can use an Asset to unlock the Advanced version of Machine Body where your functions have adapted to allow you to receive healing from magical sources and benefit from potions.
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SAVAGE VALORrequires Orc race
Your powerful body and iron will give you strength beyond most other Mortals. Twice per day, you may double an instance of damage you deal or halve an instance of damage you receive.
ADVANCED
You can use an Asset to unlock the Advanced version Savage Valor, which works just as described above but may be used once per Scene instead of twice per day.
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SCION OF MAGICrequires Eldar race
Gain an additional 2 Mana per day for casting Spells. You know three Rotes of your choice with which you may cast Spells.
ADVANCED
You can use an Asset to unlock the Advanced version of Scion of Magic, which works the same as the normal version, but gives 3 extra Mana per day (instead of 2) and allows you to learn two Spells from a Mystery of your choice.
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SPIRITUAL HERITAGErequires Zoan race
Gain +1 to two non-Physical Resistances of your choice. You can sense the presence of magic with an Awareness Feat, as though you were listening for a soft sound or tracing a faint scent.
ADVANCED
You can use an Asset to unlock the Advanced version Spiritual Heritage, which grants two additional +1s you may assign to any non-Physical Resistances of your choice. Your magical sensitivity improves, allowing you to not only sense the presence of magic with an Awareness Feat, but identify precisely which Mystery the magic you're sensing is most closely associated with and the magic's intended effect.
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STONE'S RESOLVErequires Noldor race
Resolve +1. Increase the size of your Resolve dice by one degree. Any time you would be knocked prone or forced to move against your will, you may Save to resist the effect. Reduce all instances of unwanted forced movement by 1 meter.
ADVANCED
You can use an Asset to unlock the Advanced version of Stone's Resolve, which works the same as above but also grands Advantage on the first Save you make each round.
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WATER FREEDOMrequires Cyrean race
You are able to move at your full Speed, completely unhindered while swimming and can hold your breath for up to (Brawn x 5) minutes with no ill effect. You do not grant Advantage to land-based creatures while swimming and have Advantage on any Feats related to swimming or moving through bodies of water.
ADVANCED
You can use an Asset to unlock the Advanced version of Water Freedom, which functions as above, but your Speed also increases by 3 in the water and you have Advantage on any attacks, defenses, or other Feats made to oppose a non-aquatic creature that is swimming. You are able to breathe underwater and can dive to any depth that fish normally swim at.
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WILDBLOODrequires Kindre race
Speed +1. Treat Rough Terrain that is natural in origin (tree roots, mud, loose stone, etc.) as though it were normal terrain.
ADVANCED
You can use an Asset to unlock the Advanced version of Wildblood, which works as above and adds the following: Total Actions +0.5. Once per movement, you may stop to perform another Action then resume moving once that Action is resolved.
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Arcanum Assets
You may use one of your Assets to gain a Prime Arcanum of your choosing. This is the recommended path for characters looking to dabble in mutliple disciplines or work towards a very specific/niche build. Note that Arcanum Assets do not offer an Advanced option.