Assets

Asset Values Description
Ain’t Got Time to Bleed d6 When wounded (more than half your LP), you’re -1 vs -2 on all tasks
Allure d2+ Bonus to social when using seduction
Ambidextrous d6 Use both hands equally well, does not negate penalty for multiple actions. This will apply to combat actions also. Gain +1 skill step bonus to actions using both hands simultaneously.
Athlete d2+ Bonus to Athletic tasks
Brawler d2+ Deal Basic instead of Stun with Unarmed, add Trait die to dmg.
Clairvoyent d4/d8 As minor trait gain uncontrolled flashes of insight, as major gain more specific information about target.
Closed Book d8 Penalty to be seen/read by Readers, see your tells, inscrutable
Contacts d2+ Once per game call on a friend for help, contact helps alter story as though PP spent.
Cool Under Fire d2-d6 Add trait to resist being frightened, intimidated, or otherwise mentally unbalanced.
Crack Shot d2+ Only 1 shot, bonus to called shots
Damsel in Distress special When plot point spent for rescue, +2 Plot points
Danger Sense d4/d8 As minor, get a bad feeling about this. As major, canot be taken by surprise.
Devoted d6 +2 step bonus to any PP spent in direct defense of your cause.
Duct-tape Medicine d2+ Emergency triage under poor conditions
Farm hand d2+ Relating to farm animals, machinery, activities
Fightin’ Type d4 One free non-combat action during a combat round, die is bonus to combat
Fleet of Foot d2+ +5’ movement, bonus to speed-based Athletics
Good Balance d2+ Bonus to agility/athletics to avoid falling, tripping, etc
Good Name d2+ Bonus in social/persuade where name comes into play
Graceful in Gear d4 Reduces movement penalties for wearing armor/gear
Healthy as a Horse d2+ Bonus to shake off infection, illness, condition
Heavy Tolerance d2+ Bonus to resist drugs, alcohol, poison
Highly Educated d2+ Bonus to knowledge rolls to recall information
Home on the Range d2+ Rancher, bonus with animals/livestock. Major +2 steps on PP
In Plain Sight d2+ Bonus to hide or disguise as nonspecific person. Major +2 steps on PP
Internal Compass d4 Never lost, bonus to navigating on dirt
Intimidatin’ Manner d2+ Bonus to intimidating, interrogating, bullying
Leadership d2+ 1/session Leader can give bonus to another player for a task towards accomplishing a critical task
Light Sleeper d4 Bonus to alertness roll to wake up at interruption/noise
Lightnin’ Reflexes d2+ Bonus to Iniative
Math Whiz d2+ Bonus to all things math-related.
Mechanical Empathy d2+ Bonus to Mech skills, spend PP to gain bonus to know precisely what is wrong with a broken machine
Mighty Fine Hat d2 Distinguishing characteristic
Military Rank d2+ Bonus to discipline actions, bonus when dealing with lower rank (even if retired)
Natural Linguist d2+ Bonus to pass for native
Nature Lover d2+ Bonus to alertness and survival when outdoors
Nose for Trouble d2+ Bonus to alertness, may make roll whenever. Spend PP to negate surprise
Pack Rat d4/8 Spend PP to simply have an object (major is less PP for same object)
Pet d4 You have a pet
Quick Healer d4/6 You heal faster than most, when treated
Reader d4/d8 Minor is empathic/passive/uncontrolled, bonus to alertness. Major is full Psion Active
Religiosity d4/d8 Minor is faithful, bonus to 1 willpower check/session. Major is ordained, any PP spent to influence are +2.
Renaissance Man d8 General skills can be bought to d8, but Specialty skills are bought up from d6 for cost
Sawbones d2+ Bonus to medicine. Major +2 steps on PP
Sharp Senses d2+ Bonus to Alertness for that sense
Steady Calm d2+ Bonus to Willpower to avoid shaken, frightened, startled, intimidation, interrogation td>
Sweet and Cheerful d2+ Bonus to social when useful
Talented d2-d6 Bonus to one skill specialty.
Tech Expert d2+ Gain trait die as bonus to rolls made to design, build, program, operate, or acquire tech.
Teacher d6 Can teach any specialty you have higher than the student, at a reduced cost, over time
Things Go Smooth d4/d8 Minor reroll one roll (not botches). Major reroll two rolls (including botches)
Total Recall d4/d8 Bonus to remember data from the past. Major is successful without roll
Tough d2+ Add half of trait die to Life Points (d4 gives 2 LPs, d8 gives 4LP). Also, add trait die to rolls to remain conscious, keep from dying, or resist effects from wounded or stuned.
Trustworthy Face d2+ Bonus to convince opposed willpower
Trustworthy Gut d4/d8 Bonus to intuition. Major spend PP to ask GM specific yes/no question about hunch
Unbreakable Will d2+ Add trait die to rolls to resist unnatural compulsion. If ranked at d6 can spend a PP to shake off any compulsion for period of time equal to a roll on your trait die.
Uncommon Knowledge d2+ Know an obscure area most others don’t, bonus to knowledge roles for it
Very Favorite Gun d4/6 Bonus to use weapon, signature weapon for the person
Walking Timepiece d4 Always know the time

Assets

The Feast of Samhain elisabeth