I notice there are a few assets that require debilities, have a special item, or previous vow coming to fruition.
I notice there are a few assets that require debilities, have a special item, or previous vow coming to fruition. The book doesn't mention these, but I assume it's fair to say that you can't start with them. Or maybe you can?
Hi, Colin Madden. That is correct. On some assets, the "When you..." text will define a requirement. For combat assets it's fairly simple -- you just need to have the weapon at-hand. For others, there will be specific mechanical or narrative requirements.
ReplyDeleteHere's the text from the current draft. This might not be in the current public version of the rules.
--------
Some assets can only be obtained after you have fulfilled narrative or mechanical requirements through play. The text of the asset will outline the requirements. For example:
- Ritualist requires that you “Fulfill Your Vow (formidable or greater) in service to an elder mystic, and Forge a Bond to train with them...” Once you’ve done that, you may add the asset when you Advance.
- The Battle-Scarred asset requires that you are maimed (page 39). If you have the debility, you may add the asset when you Advance.
For assets without a requirement, you should consider the narrative justification when you add it to your character. What have you done to gain these abilities? How have your goals changed to support this new focus? Make your selection meaningful in the context of your story.
Follow up question(s): Although the book says there's no way to remove maimed or corrupted, I imagine some groups might think it cool to Swear a Vow to do so and upon successfully undertaking the quest, remove the debility. Do you think it then prudent to remove an asset that requires those? Then refund 1 point per advance on it. Similarly, if you have Bannersworn but you clear the Bond, do you lose Bannersworn? Or do you keep it but gain no benefit from it until you forge another bond that it can apply to?
ReplyDeleteHi, Colin Madden. It's not defined in the rules, but the killed companion guidelines are pretty adaptable to any asset which is no longer relevant through some narrative event. Trade them in for 1 experience point per marked ability.
ReplyDeleteI might ague that Bannersworn reflects the archetype of a character who needs a leader or faction to fight for. Brienne of Tarth from Game of Thrones, for example. A Bannersworn character who is suddenly without a leader or faction would find a new banner to take up, perhaps being a little bit less effective until they do so.
That said, it's all good. Honestly, it's OK to play pretty fast-and-loose with assets, especially early in a campaign. If a player isn't feeling a particular asset, swap it out 1 for 1. Later in the campaign, use the companion rules if there's a narrative reason to trade in an asset.
Thank you for your insight and advice! I play with a group for the first time this Thursday, 5 of us. So stay tuned for a play report!
ReplyDelete