Assets

The base of Assets is drawn from the Jadepunk rule system. These base rules have been modified to fit within Miranda.

  • Must select a Type - Ally, Device, or Technique. Gain the starting build benefit.
  • Unless otherwise noted all Features and Flaws can be taken multiple times and cost (Feature) or count (Flaw) for one point.
  • Minimum Cost is 1 Asset Point.
  • Assets can change during a Minor Advancement as one of the options allowed.

Type

An Ally is a helpful NPC associate, sidekick, contract, secret society. For the cost of 1 Fate Point an Ally can act as a completely separate character for 1 scene. Allies are not fanatical and will not act in a way that violates their function/guiding aspect. The GM is the final arbiter if an Ally would concede.

  • Available Features
    • Aspect
    • Independent
    • Resilient
    • Numerous
    • Professional
    • Sturdy
    • Successful
    • Talented
  • Function/Guiding Aspect
    • Automatically comes for aspect that describes its purpose
  • Starting Build (1 Asset Point)
    • Resilient, Professional, Sturdy, 1 Flaw

A Device is a weapon, tool or other piece of equipment. The advantage of a device is that it can be given to somebody else and they can use it without spending the Asset Points. This includes all of the features limited by the flaws. The disadvantage is that it can be taken away.

  • Available Features
    • Aspect
    • Exceptional
    • Focus
    • Harmful
    • Numerous
    • Protective
    • Sturdy
    • Successful
  • Function/Guiding Aspect
    • Automatically comes for aspect that describes its purpose
  • Starting Build (1 Asset Point)
    • 2 Features, 1 Flaw

A Technique is a personal capabilities like special training or secret knowledge. These cannot be “loaned” to anyone nor can they be taken away.

  • Available Features
    • Exceptional
    • Flexible
    • Focus
    • Harmful
    • Protective
    • Successful
  • Function/Guiding Aspect
    • Must be connected to existing character aspect
  • Starting Build (1 Asset Point)
    • 2 Features, 1 Flaw

Features

Aspect: Give asset a new aspect

Exceptional (Maximum 2; Costs 2 Features; Adds 1 Additional Flaw; Requires GM approval) This allows for one rule or fiction break. While any flaw can work with Exceptional, the Troubling flaw is usually going to be the least limiting in context, and therefore the most problematic. Troubling cannot be used on a Technique.

Flexible (Costs 2 Features) The asset must have at least one Situational Flaw. Allows for the substitution of a Skill, Approach, or Profession Check.

Focus (Special Maximum; Must have Situational Flaw) This provides a +1 bonus to any Profession, Approach, or Skill Check. The maximum bonus is equal to the ranks currently in the Profession, Approach, or Skill.

Harmful (Must have Situational Flaw) Grants the asset +2 Shifts on a Success or Success with Style. The number of additional shifts gained can never exceed the number of shifts gained as the result. Example: An ally (Harmful:2) gets a +5 Attack vs their target's +2 Defend for a result of 3 shifts. They gain a further +3 shifts from Harmful. The last Harmful shift is discarded because they only got 3 shifts of result.

Independent Provides one free scene of independence per session.

Numerous Doubles the number of identical Allies or Devices. This can be purchased multiple times each time doubling the number of identical allies or devices (ex: 1 ⇒ 2 ⇒ 4 ⇒ 8 ⇒ …)

Professional (Maximum 3) The asset gains the following profession ranking. The Available Professions are Craftsman, Fighter, Scholar, Scoundrel, Aristocrat, and Explorer. Any profession not selected is assumed to be at Mediocre(+0) unless fiction dictates its lower.

  1. +1
  2. +2/+1
  3. +2/+1/+1/+1

Protective (Costs 2 Features) -1 shift damage reduction. Must designate Physical or Mental/Social at time of selection.

Resilient Ally gains minor Consequence slot

Sturdy (Maximum 3) +1 Stress Box

Successful (Maximum 1) On a Success with Style in place of a boost you gain a Full Aspect with a single free invoke.

Talented Take 1 Feature from another list

Flaws

Unless otherwise noted, any flaw can only be applied to a single asset once.

Consuming (Counts as 2 Flaws) Costs 1 Fate Point to use

Demanding (Maximum 2) Requires Time/Effort to be used.

  • One Level
    • Time: One Action
    • Effort: A Fair(+2) Skill roll (determined when the flaw is applied)
  • Two Levels
    • Time: One Scene
    • Effort: A Great(+4) Skill roll (determined when the flaw is applies)

(Not Available) Difficult (Maximum 1) Maximum number of shifts is equal to the rank of the Skill, Approach, or Profession. Can only be applied to something that Requires or Modifies a check (Device or Technique) or an Ally. This could be increased after the fact by Harmful. Example: If an Ally has +1 with Fighter and has a +4 Attack vs their Targets +2 Defend their result would be 1 shift as it is limited by rank 1 Fighter. If they also have Harmful:1 the final result would be 2 shifts of damage.

Limited Can be used once/scene (Counts as 1 Flaw) or once/session (Counts as 2 Flaws)

Situational Only functions in a narrow specific circumstances

Troubling Complicates PCs life on a regular basis (at least once/session). Not available for a Technique.

Cost

Starting Build

A new Asset gains all of the benefits of the Starting Build as outlined under their Type. These are repeated below for clarity. The cost of this is 1 Asset Point.

  • Ally: Resilient, Professional, Sturdy, 1 Flaw
  • Device: 2 Features, 1 Flaw
  • Technique: 2 Features, 1 Flaw

In addition for each Asset Point added to the Asset can be modified as outlined below.

  • 2 Additional Features

For the cost of 0 Asset Points an asset can be modified as outlined below.

  • 1 Additional Feature and 1 Additional Flaw

The rule system for Assets required no changes for the Legacy of Marak campaign.