Ghosts of Utopia
Step 1: Asset Type
- Comes with: Professional 1, Resilient 1, and Sturdy 1 for free.
- Cannot have the Troubling flaw
Step 2: Function/Guiding Aspect
Allies and Devices have a Function Aspect, this works in all ways like a portrayal
Techniques do not have a Function, instead, they use one of your character aspects as a Guiding Aspect.
Step 3: Features and Flaws.
You must now pick Features, and Flaws. All assets come with 2 Features, and 1Flaw by default. You can buy additional Features at a rate of 1 per additional Flaw, or 2 per point of Refresh, Fate Points.
|Aspect||Ally, Device||Give this asset an aspect; this is in addition to its Function Aspect||1||–|
|Exceptional||Device, Technique||This asset can break the rules in one specific way||2, +1 Flaw||–|
|Flexible||Device, Technique||Asset must have the Situational Flaw. You may swap one profession for another in situations described by the Situational Flaw.||2||–|
|Focus||Device, Technique||Must have Situational. +1 to selected Profession in the specified Situation||1||–|
|Harmful||Device, Technique||+1 shifts of stress on a successful hit up to the number of shifts you rolled||1||–|
|Independent||Ally||You may have your ally act on their own without spending a Fate Point||1||–|
|Numerous||Ally, Device||Doubles for every time you take it, copies are identical||1||–|
|Professional||Ally|| Your ally has some useful skills per point as follows:
1. One at Average ( +1)
2. One at Average ( +1), one at Fair ( +2)
3. Three at Average ( +1), one at Fair ( +2)
|Protective||Device||This asset reduces incoming stress by 1 shift per application. If this brings the total below one the attacker gets a boost on you.||2||2|
|Protective||Technique||As above||2, +1 Flaw||–|
|Resilient||Ally||The Ally gains an additional Mild Consequence slot||1||2|
|Sturdy||Ally||The Ally gains additional stress boxes equal to the rating||1||3|
|Sturdy||Device||As above, but they can only be used by the device’s wielder||1||2|
|Talented||Ally||For each application the Ally gets one feature’s worth of non-Ally asset||1||–|
If you are doing this during play, only pick your features, but keep track of how many flaws you need. You will then roll against the number of features X2 and the outcome of the roll determines who picks the Flaws.
|Fail||GM’s Choice, and the player picks an additional flaw.|
|Success with Style||Player’s choice, plus the asset either lasts one extra scene (if a temporary asset) or the asset’s refresh cost is reduced by one, to a minimum of one (if a permanent asset)|
|Consuming||Asset costs a fate point each time it is used||2||1|
|Demanding|| If applied once you must meet one of the following conditions to activate it:
* Time: One action
* Effort: A Fair ( +2) profession roll
If applied twice, meet both of the above, or one of the below:
* Time: 1 Scene
* Effort: A Great ( +4) profession roll
|Limited||For one point, the asset can only be used once per scene. For two points it can only be used once per session.||1||2|
|Situational||The asset only functions in narrow specific circumstances.||1||–|
|Troubling||The asset now has a Trouble Aspect, if applied to an Ally the trouble affects you, not them.||1||–|
Step Four: Refresh Cost
Now you calculate your refresh cost.
If you are creating an asset during play, here is where you decide how long the asset will be sticking around, if it is going to be permanent you pay the cost in refresh; if it is temporary, pay one fate point per scene that it is present, and used.