Assets & Liabilities

Assets represent the chances you've had to better yourself, noteworthy perks you have inherited, unique gifts acquired, or honors received. Liabilities represent significant drawbacks and obstacles that are difficult to avoid or overcome.

In addition to Assets & Liabilities taken at character creation, the Narrator may assign temporary assets & liabilities throughout the course of a game to represent the positive or negative ramifications of story events and character choices. A temporary asset will remain for a set time period determined by the Narrator to fit the story, but it can be made permanent by spending 7 experience points (see p 172). A temporary liability will normally be resolved over the course of a season/campaign arc; if a character wishes to make it permanent they can do so to immediately gain 5 experience points.

Permanent liabilities may be removed if a character is able to resolve the cause of the liability, through gameplay and the approval of the Narrator; to permanently remove it you may spend 7 experience points.

Assets

(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).
  • Alchemical Reaction: May take multiple times. Gain the use of 1 Alchemical Reaction.
  • 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.

  • Touched: Pureblood only. Learn a single Glamour (must meet it's minimum required Guile rank) - you're not a Changeling, but have some fey blood in your distant ancestry or had a life-changing experience with the fey.
  • Well-Off: Increase Means by 1.
  • Workshop: May take multiple times. Own a well-supplied workshop that enables the construction of objects with Bulk or Complexity = 5+.
    • If 2 assets are spent, it is very well-equipped and gain 1 apprentice with 2 ranks in an appropriate Vocation skill and a 1 Rank affinity representing your good relationship. This allows you to build items as if you had +1 Means.

Liabilities

(See pp. 165-168 in Core Rulebook - some will need to be adapted)

  • Aberrant Augmentation:
  • Affliction: After some testing with Genesys Dice, I don't recommend this. If you have zero ranks in the aptitude and skill for a check, might have to house rule a die for a roll to at least give a chance of success… not sure yet.
  • Bad Reputation:
  • Blackmailed:
  • Declasse:
  • Faint-Hearted:
  • Gullible:
  • Haunted:
  • Horrific Augmentation:
  • Ill Luck:
  • Impaired Senses:
  • Meddlesome Parent:
  • Missing Limb:
  • Nemesis:
  • Obsession:
  • Obsessive Watcher:
  • Obviously Inhuman:
  • Pauper:
  • Pontus Infection:
  • Poor:
  • Sacred Vows:
    • Chastity:
    • Obedience:
    • Pacifism:
    • Poverty:
    • Ritual Cleanliness:
    • Service:
    • Silence:
  • Social Climber:
  • Troublesome Ward:
  • Unknown Bane:
  • Unskilled: