When RP asked for alternative way of progression, I already had in mind an adaptation of Ironsworn's vows and assets. Talking about my idea help me ut it on paper.
Feel free to send me your feedback!
# IronMonger Extra | Extras
**IronMonger Extra is an attempt to bring some interesting ideas to switch from Chargee's talents and progression to [Ironsworn](https://ironswornrpg.com)'s assets and vows | by othelarian**
## My words, my Goals
TODO : what is a goal?
TODO : how to use it?
A `goal` is a something a character want to accomplish, like a mission or a quest. When defining a `goal` a player has to think about two things:
- A `goal`'s name
- a `goal`'s difficulty
The name must be self explaining enough for everyone.
The difficulty can be **easy**, **medium** or **hard**.
A `goal` has an associated clock with 8 segments (see option for more ideas on that point). When a character makes some progress toward one of its `goal` it's time to tick segments, depending on the `goal`'s difficulty:
| Difficulty | Number of segment ticked |
| ---------- | ------------------------ |
| Easy | 3 |
| Medium | 2 |
| Hard | 1 |
When the `goal`'s clock is full, the character reached it and gain the corresponding amount of XP.
| Difficulty | Number of XP gained |
| ---------- | ------------------- |
| Easy | 1 |
| Medium | 2 |
| Hard | 3 |
Now it's time to buy some assets.
## for a couple of assets
`Assets` in Ironsworn are like a card with 3 entries. To make this fits into Charge, let define `asset`'s core elements:
- A **theme**, like an armor, a weapon, a strange skill, or a pet
- **3 associated talents**
The `asset`'s talents must be linked to the **theme**.
A character can acquire an `asset` by spending 5 XP. This first purchase come with only **one** of the 3 **talents** available. The two other **talents** must be bought by spending 3 more XP each.
## More options for the extra
### It can be a long way...
Sometimes the players want to gained XP, and sometimes the pace is slower. It's possible to dial `goal`'s clock up or down to achieve this. It can also represent a way to fix long term `goals` or immediate reward.
| Pace | Number of segments |
| ------- | ------------------ |
| Fastest | 4 |
| Faster | 6 |
| Slower | 10 |
| Slowest | 12 |
### It's never enough!
Like in Ironsworn, why don't roll to see if the `goal` is a success, or not?
To do that, consider rolling an Action Roll using the `goal`'s clock to determine how many dice to roll.
| Clock's status | What to roll |
| -------------------------- | ---------------------- |
| Less than 1/4 of the clock | No roll, it's too soon |
| Between 1/4 and 1/2 | Like having **0** dot |
| Between 1/2 and 3/4 | 1 dot |
| More than 3/4 | 2 dot |
| Full clock | 3 dot |
Rolling for the `goal` also means it's possible to have a partial success. If that's the case, then reduce the XP gained by one (yes, it means **easy** can result to 0 XP).
Note: it's better to change the number of segment to "slowest", to avoid one-action goal.