(See narrative descriptions on pp. 155-159 in the CD Core Rulebook)
Additional Affinities: Add 4 additional Ranks to spend on Affinities.
Additional
Augmentation:
Beastfolk only; may take multiple times. +1 augmentation (“Extensive” Augments only available to “Heavily augmented” bloodline).
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Charism:
Purebloods only. May take multiple times. Gain 1 Charism (must have minimum
Composure Rank.
Dangerous Friends: May take multiple times. Gain a narrative associate that may provide support (Threat 3 Individual/group) - intimidation or violence on your behalf once per Story Arc for free, as long as the relationship is maintained. Additional help is available at Narrator's discretion, incurring debts/obligations owed to your dangerous friends.
Devoted Companion: Collaborate with the Narrator to develop a NC Ally (friend, mentor, pet, etc) - up to Threat 2. The Ally begins play with a Rank 3 Affinity “Aid and Support <your character>”, and their Class/Means may not exceed your own.
Eager: When determining initiative, add .
Estate: You own a property that normally befits an owner with Means 1 more than what you have. It generates funds to maintain itself through rents/tenent tax/land rights/etc., but doesn't include servants or furnishings that higher Means would normally provide.
Ever-ready: During your first turn in physical Conflict, you may replace your Move with a free Maneuver (allows for 2 Maneuvers and an Action).
Expertise: May take multiple times. Choose 1 skill at rank 3, increase it to 4.
Faultless Reputation: + to the first check in a scene that attempts to lower your Esteem; on a , the attacker's Esteem moves 1 step toward Hostile (ie. they are less respected in the room).
Favored: Once per session, avoid an outcome/take narrative control as if you had spent a point of Purpose at no cost.
Glamour:
Changeling only. May take multiple times. Gain one new
Glamour (if you meet the minimum
Guile rank).
Good Repute: May take multiple times. Gain new rank 2 Reputation, or raise an existing Reputation by 2 (to a maximum of 3); or choose 1 Rank 3 Reputation and raise it to rank 4. You must narrate what caused this increase in Reputation.
Grimoire:
May take multiple times. Gain a book that contains mystical writings/1 or more
magical rites - the combined Difficulty of Rites in the Book = 4
(this may be tweaked in the future). Each time this Asset is chose, add an additional 4.
Higher Class: +1 Class. Unless you have a Means at least equal to your new Class, it will be difficult to maintain the social activity/presentation expected - there may be narrative threats and could reduce Class over the course of the game.
Inventor: May take multiple times. May use the item creation system (p. 198). When take at character creation, you may already have created several inventions using the Asset(s): you may enter the game with a number of inventions whose total Difficulty = 2x the number of Inventor Assets you take. Gain one of the 3 options and gain access to all its functions:
Fabricator: When creating a new invention, you gain access to the most robust and widely used set of functions that allow you to make a variety of helpful tools, accoutrements, weapons, and armor. Items that use Fabricator functions require the Artisan skill to design and build.
Machinist: Specialize in building clockwork items and complex machines that take full advantage of new technology. A grounding as a Fabricator (or an ally with that Asset) helps make these inventions practical. Items that use Machinist functions require the Engineering skill to design and build.
Innovator: Chemistry, biology, and the forces of nature (like electricity) give function to your designs. An Innovator's creations can be incredible, and require the Science skill to design and build.
Library:
May take multiple times. You own a
library that is has 1 “remarkable collection” on a single topic, or two topics with “basic collections.” When you have access to your library and the time to research, test Reason+Academics using that collection.
Does not include books with magical rituals - that is covered by the Grimoire Asset.
Magical Word: May take multiple times. See p. 233. Master 1 verb or 2 nouns each time you take this asset.
Mechanical Marvel: May take multiple times. Complicated… let's wait on this Asset. Begin play with any item not harder than Difficulty 6 to make (p 198); Can only use Crew Operation, Dangerous Use, Reload Time, Setup Time, and Single Shot Restrictions.
Membership: May take multiple times. You are a recognized, active member in an organization with access to authority, opportunities, privileges, Reputations, or training (see p160 and Supplement book for common memberships).
Polyglot:
May take multiple times. Choose 2 mortal
languages to become fully fluent in, and partially fluent in all languages within their group. If you have 1+ ranks in Academics, you can also read and write in those languages.
Prized Possession: In addition to accoutrements/living arrangements you have as a result of your Means, you may have a single item of your choice that can be purchased with Means 4 (narratively, a family heirloom, inheritance, or an unusual curiosity - figure out how you came by it and what it means to you).
Sensitive Palate: Nephilim only. May take multiple times. Each time you take this asset, half the amount of blood/flesh necessary to active the Knowledge in the Flesh Blessing. Losing less than 8 oz. of blood is not enough to cause a Wound, and makes it somewhat plausible to use this ability with blood from wounds/medical procedures. Frequency could still cause a Wound at Narrator's discretion.
Skilled: May take multiple times. Gain 2 ranks to assign into any skill(s) of your choice (up to rank 3 only - to get rank 4 you must take the Expertise Asset).
Sympathetic Reaction: Not available to Purebloods. You may test Presence + Composure vs Tenor of the scene; if successful, the auto Esteem penalty you suffer is reduced by 1. No penalty for failure.
Title: Requires Class 2+. Gain a title; +1 bonus to Esteem calculations. Titled people are referred to be the below forms of address, and not using these addresses are a faux pas.
Class 2: a non-hereditary title, normally a knighthood.
Class 3: a baronetcy - hereditary similar in status to a knighthood, but passes down.
Class 4: the primary holder of a noble family's title - earldom or barony.
Class 5: the primary holder of a noble family's title - normally a duchy.