Her Majesty's Finest [UnMet]
Special Rules Adjustments
Special Rules Adjustments
Every character begins their adventure with one or more assets, purchased with refresh. These are your specific areas of expertise in a profession, advanced fighting techniques, aethertech devices and companions that assist you in your adventures (Fate Accelerated calls them stunts).
It should be noted that your fellow adventurers of Her Majesty’s Finest, and the costumes and props that you bring along, do not generally count toward Assets for your character, unless your really want them to. For more information see the Costuming and Props chapter.
There are four types of assets:
|Companion||A loyal NPC who helps the character.|
|Device||Important mundane or aethertech gear.|
|Specialty||Gain +1 to using a specific profession in a narrow circumstance.|
|Stunt||Break the rules in some way to perform a unique action.|
Every asset has a function aspect that defines who or what it is and how it works. A companion might be an Informative Barmaid or Wealthy Supporter while a scientific device might be Galvanic Infrared Goggles or a Galvanic Longsword. Similarly, you might have a stunt like Devastating Pugilist or a specialty describing your Regal Social Graces.
These aspects can be invoked or compelled like any other aspect the character may have, but they are usually more focused towards the usefulness of the asset, rather than the more general character aspects. When creating a function aspect, take into account any features or flaws the asset may have.
Companions and devices represent something outside of your character that helps you in some meaningful way. Because these are technically not “part” of you, they have access to features that represent what’s mechanically special about them beyond their aspect. Each time you spend a point of refresh on a companion or device, you can select two features for it.
By adding a flaw to a companion or device, you can purchase more features for it. For each flaw you select, you can increase the number of features on an asset by 1.
Companions and devices can have up to 2 flaws. Specialties and stunts also use flaws. See their descriptions for details.
|Consuming||Asset requires the expenditure of a fate point to be used.|
|Demanding||The asset requires time or effort (or both) before it can be used.|
|Limited||Can be used once per scene or session.|
|Situational||Only functions in unique situations (predetermined self-compel).|
|Troubling||The asset gains a trouble aspect.|
A consuming asset requires a fate point each time it’s used. Consuming always counts as two flaws.
A demanding asset requires that you spend a specific amount of time or effort before it can be used. This can represent the engines of an airship that require starting up, a six-gun that must be reloaded or a wireless personal telegraph that takes a moment to connect and print the message. After the requirement has been met, the asset functions for the remainder of the scene. This must be acted out.
Demanding assets are worth one flaw if they require 5 minutes of acting out. They’re worth two flaws if they require an entire scene.
A limited asset can only be used once per scene or session. If once per scene, it counts as one flaw; if once per session, it counts as two. Limited assets are usually things like a companion who doesn’t actually travel with you, a martial arts technique that will fool your opponent once but is easily defended afterwards, or any other asset that is narratively limited.
A situational asset is an asset that functions in specific, narrow circumstances. These assets represents things like a companion requiring payment of some kind before helping you or a martial arts technique that is only usable when you succeed with style on a specific type of action.Situational assets are always worth one flaw.
A troubling asset causes the PC some kind of trouble on a recurring basis. This is worth a single flaw and gives the asset a trouble aspect. In the case of companions, this trouble aspect must cause trouble for the PC the companion is an asset to, not the companion itself.
Loyal servants, stalwart defenders, informational contacts or other, stranger companions. Their primary purpose is to serve the PC by adding a teamwork bonus to the PCs actions where the companion can assist them. If you spend a fate point, your companion can act independently for a scene, performing actions as though they were a separate character.
When you spend a refresh to create a companion asset, list a function aspect describing who they are and what they do for you, then give them a single profession at Average (+1), one stress box, a mild consequence and two features chosen from the list below.
You can spend more refresh on companion assets, adding either a new companion or two more features to an existing one. After character creation, the only way to create a companion asset is to first create a temporary asset and then convert it to a permanent one (see Temporary Assets, pg. XX).
A fellow player-adventurer probably deserves their own, separate character sheet, and doesn’t necessarily require this expendature.
Aspect: In addition to their function aspect, the companion gains an additional aspect. This does not grant them refresh of their own.
Independent: The companion can act on its own without the need for the PC to spend a fate point.
Numerous: For every application of this feature, the PC doubles the number of companions they have. Every companion purchased on the same function aspect share the same features and flaws.
Resilient: The companion gains an additional stress box and a second mild consequence. A second application of the Rugged feature grants the companion a moderate consequence.
Skilled: The companion increases their primary profession to Fair (1). Selecting this twice for the same companion gives them a primary profession score of Good (2) and a tertiary at Average (+1). The same companion can only take this feature twice.
Talented: The companion gains a non-companion asset of its own. This can be taken twice per companion. It must be applied to a different asset each time (companions can’t have assets improved beyond the basic level). If a stunt or specialty is chosen, Talented counts as two features.
Magwitch Terminus six-shooters, custom-designed armor, portable analog data processors, alchemical wellness concoctions and airships are all examples of devices. Some devices, like concoctions and firearms, are dead-ringers for the demanding or limited flaws – making the device both more powerful and more limited.
Spending one refresh on this asset gives you a function aspect representing the device’s function and two of the features listed below.
For each additional point of refresh you spend on this asset, you can gain an additional device or give a previous one an additional two features. After character creation, the only way to obtain a device is to create a temporary asset and then convert it to a permanent asset (see Temporary Assets, pg. XX).
For examples of appropriate flaws to add to Scientific devices, see Jade, pg. XX. Aspect:In addition to the function aspect, the device gains an additional aspect. Defensive:This device reduces an attacker’s shifts by 1 per application of this feature. You can take this feature up to twice on a single device. If more than one of the character’s devices has the defensive feature, use the highest.
Harmful: For each application of this feature, your device doubles a number of shifts scored equal to your harmful rating (if an attack with harmful 3 scored 1 shift, it doubles to 2, if it scored 3, it doubles to 6, but if it scored 4 only the first 3 shifts are doubled, giving it a total of 7). This feature can be taken a maximum of three times on a single device. Only the device with the highest harmful rating applies to any one attack roll.
Scientific: This device is powered by alchemy, parapsychology, galvanics or other scientific method. Give it a stunt relevant to the types of science it is composed of. The device’s function aspect must include allusions to the branches of science which were used in its construction. This counts as two features.
Numerous: For every application of this feature, the PC gains an additional device. Every device purchased on the same function aspect share the same features and flaws.
Sturdy: The device adds a stress box to the character’s total stress. This can be taken a maximum of 2 times on a single device. If a character possesses 2 sturdy devices, use only the one with the highest rating – you can’t switch between sturdy devices until the scene has ended.
Upgrade: Choose a single profession that this device improves by +1 when it’s use is relevant to the action (predefine what this means within the group). This counts as two features. It can be taken a maximum of 2 times per device. If two devices would upgrade the same profession, use only the highest.
You are particularly well-trained in a specific technique or sub-field of a profession, like an Academic who primarily studied medicine or a Soldier who specializes in a certain type of weapon. Grant a single profession a +1 bonus in these circumstances.
This asset must have the situational flaw.
This asset gives you permission to break the rules in some way. You could have a devastating bombardment that allows you to affect an entire zone, change a stress hit to a consequence, declare a story detail, or something else that is a departure from the standard rules. The only area off limits are how aspects are invoked/compelled and the fate point economy, including when they can be spent.
This asset must include two flaws (it can’t possess the troubling flaw) and must be based off a Calling Feature or an available Quality from Unhallowed Metropolis. Alternatively, stunts from the Fate Core List of Stunts may be used for reference with gamemaster’s permission.