Gather Ideas

  • Skills
    • Standard 18 skills (4-3-3-2-2-2-1-1-1-1)
      • Add Scholarship for Engineering, Science, Mathematics
      • Lore is only Magic, Extra-Worldly, etc
      • Combine Will and Physique into Resolve
  • Aspects
    • High Concept + 4 Aspects
  • Stunts
    • Starting 3 Stunts
  • Refresh
    • Starting 1 Refresh
  • 1 Stress Track
  • 6 Stress boxes
    • Each Stress box is worth 1 point, can mark off as many as you want
  • No Minor Consequence Slot
  • Major Consequence (4 shifts) requires Overcome vs Great(+4) opposition
    • Clears end of session or next refresh (whichever comes first)
  • Severe Consequence (6 shifts) requires Overcome vs Great(+4) opposition and deliberate resolution
    • Will clear at end of next session
    • PC: Death is never on the line unless your Severe Consequence is filled

Assets will be a separate advancement (not Refresh) and using the basic Jadepunk Rules.

  1. Types
    • Ally: A helpful associate, sidekick, contact, secret society, Charles, etc.
    • Device: A weapon, tool, or other piece of equipment
    • Technique: Personal capabilities from training, knowledge, or talent
  2. Aspects
    • Ally: Starts with function aspect defining them
    • Device: Starts with function aspect defining it
    • Technique: Must tie to one of your existing aspects
  3. Features and Flaws
    • Starts with 2 Features and 1 Flaw
    • each additional asset point gains +2 features to existing
    • Ally
      • Aspect: Gain 1 Aspect
      • Resilient: Gain Major Consequence
      • Numerous: Each level doubles the number of allies
      • Professional: Skill +1 (lvl2); Skills +2/+1 (lvl2); Skills +2/+1/+1/+1 (lvl 3)
      • Sturdy: Gain 2 Stress Boxes
      • Independent: Can act on its own
      • Talented: Has device with 1 feature (unique)
    • Device
      • Aspect: Gain 1 Aspect
      • Harmful: Weapon +1, but only up to maximum number of shifts scored (cannot stack)
      • Protective: Situational Armor +1 (costs 2 features)
      • Exceptional: Rules exception stunt (costs 2 features and gain +1 flaw)
      • Numerous: Each level doubles the number of devices
      • Focus: +1 to a single skill in given circumstances
      • Sturdy: Gain 2 Stress Boxes
    • Technique
      • Exceptional: Rules exception stunt (costs 2 features and gain +1 flaw)
      • Harmful: Weapon +1, but only up to maximum number of shifts scored (cannot stack)
      • Flexible: Skill replacement stunt (costs 2 features)
      • Protective: Situational Armor +1 (costs 2 features, gain +1 flaw)
      • Focus: +1 to a single skill in given circumstances