Asset
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 Fame and Infamy Likewise Infamy taints that celebrity. You're still famous, respected even, but you aren't as admired. A tinge of fear creeps into interactions with you. Prominent citizens prefer to applaud you from afar, and desperately hope you don't show awkward interest in their sons or daughters. Righteous heroes may be stand-offish or try to offer you advice. You may even prefer that distance and fear. Remember that the reputation belongs to the band as a whole. If most of the band wants to have a clean reputation then they may not appreciate it when you perform a deed that will taint them all. Infamy is preventable. You have to get caught doing something despicable. If no one sees you do it then you don't gain infamy unless you just tell people and they believe you. Hiding your identity with a mask or eliminating witnesses are common preventative measures. There might still be rumors and suppositions, but no one believes them enough for it to stick to your reputation. Likewise even if a witness isn't credible or there is no solid proof that you performed a deed it will still tarnishes you if steps aren't taken. Your fame is a tool to be cultivated and enjoyed. It will also attract people with similar goals and philosophies. These individuals may just be helpful personalities, or they may be characters that replace fallen comrades.  | 
Assets are special resources you have access to. Anything that you might gain or lose can be an asset. The most common assets are items of equipment, but intangibles like friendships, social rank, or special knowledge can count. You have a set number of assets depending on your power level. Loyalty unlocks additional assets, and some abilities offer extra assets. Assets come in tiers. Tier 0 is for fleeting assets. You always start with 3 of these and can gain any number during play, but at each respite you may keep only three. Tier 1 assets are more powerful, but only have a limited number of permanent slots. A tier 2 asset is even more powerful, but fills 2 of your slots instead of one. A tier 3 asset is unique and wondrous, and fills 3 of your slots instead of one. When you gain an asset slot that isn't filled, during your next respite you may choose what will fill it. If you manage to gain assets beyond what your slots support during play you do not lose them, but you don't automatically choose new assets until you have empty slots again. The assets provided by your loyalties are in addition to these slots.
Fleeting (0) Assets
- Authority: Permits. Documents that ease or allow temporary exceptions to legal restrictions.
 - Equipment: Reasonable. Common equipment that provides a mild benefit.
 - Follower: 0 point companion. This is a character or creature follower that you build and control. Followers always have the horde keyword.
 - Leverage: Favor. A denizen owes you a favor, and once paid back you lose this asset. Paying back a favor shouldn't put the denizen in direct danger, but might provide useful information including clues or the location of more powerful assets.
 - Wealth: Profit. Profit automatically counteracts the strapped state, or may be expended to gain a bonus (+2) on any negotiate check.
 
Tier 1 Assets
- Authority: Badge. You are an official representative of your organization, with rights to enter, investigate, and even combat the organization's members and opponents.
 - Equipment: Expensive. Rare or costly equipment that provides a moderate benefit.
 - Follower: 25 point companion. This is a character or creature follower that you build and control. Followers always have the horde keyword.
 - Follower: 0 point troop. These are 5 identical character or creature followers that you build and control. Followers always have the horde keyword.
 - Leverage: Obligation. A denizen owes you a major favor. Until paid back you can ask for minor favors. Paying back a favor can include direct danger or an exchange for another Tier 1 asset.
 - Mastery: Option. You have access to a mastery option that isn't normally provided by your concept.
 - Reputation: Daunting. Any denizen without statistics will simply do what you say without complaining to you. However they may complain to someone else daunting enough to resist you.
 - Wealth: Income. You generate a profit asset automatically during each respite, and you ignore the upkeep keyword.
 
Level 2 Assets
- Authority: Leader. You are in direct command of a branch of an organization, and can govern its resources accordingly.
 - Equipment: Priceless. Exceedingly rare or expensive equipment that provides a major benefit.
 - Follower: 50 point companion. This is a character or creature follower that you build and control. Followers always have the horde keyword.
 - Follower: 25 point troop. These are 5 identical character or creature followers that you build and control. Followers always have the horde keyword.
 - Leverage: Pledge. An organization owes you a major favor. Until paid back you can ask for minor favors from individual members. Paying back a favor can include direct danger or an exchange for another Tier 2 asset.
 - Mastery: Free. You have possess and may use a mastery option without purchasing it so long as you meet the prerequisites.
 - Reputation: Prestige. Any denizen without prestige is expected to show deference to your presence and opinion. They don't have to follow your orders, but they do have to be polite or cause a scandal.
 - Wealth: Fortune. You generate a profit asset automatically when you visit a bank, and you ignore the upkeep keyword.
 
Level 3 Assets
- Authority: Dominion. You are in direct command of a major organization, and can govern its resources accordingly.
 - Equipment: Unparalleled. Unique or mystical equipment that provides a massive benefit.
 - Follower: 75 point companion. This is a character or creature follower that you build and control. Followers always have the horde keyword.
 - Follower: 50 point troop. These are 5 identical character or creature followers that you build and control. Followers always have the horde keyword.
 - Legacy. Choose any other asset and reduce its Tier by one. Any future character plausibly related to this character gains the benefit of the legacy.
 - Mastery: Violation. You have possess and may use a mastery option without purchasing it or meeting the prerequisites.
 - Reputation: Preeminence. You are one of the most important people in the world. Usually people need prestige to even speak to you.
 - Wealth: Fortune. You generate a profit asset automatically when you visit a bank, and you ignore the upkeep keyword.
 
See Also
Version 2.5.1
©2014 Frameworks Games
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