(Note: This more-or-less completely replaces my Personalized Weapons Extra, which is briefly touched on in the "Dials and Ideas" section of this Extra. There is also a basic generator for this Extra.)
# Specialized Assets
This Extra adds rules for creating permanent Assets that have various impacts on the game world.
## Differences from base SRD
In the Asset Extra, an Asset is described as something "that you can use as an alternative to pushing yourself or adding tension to a scene to get a bonus die when making an action roll." They are normally used to get "a +1d6 or increased effect on an action roll" and can be gotten through the Loot or Boon mechanic.
This Extra keeps the above, but also adds in a new type of Asset - "Specialized Assets". Specialized Assets are less generalized, usually only adding dice to specific action rolls, or allowing for many different functions as long as one pays a cost. One can still create a Specialized Asset from a Loot Roll or receive one as a Boon, but their more powerful nature requires careful thought by both the players and the GM to keep things from becoming too unbalanced.
## New Rules
When a Specialized Asset is created, the GM and the players should collaborate and assign to it the following properties:
A **Quality**, which is a 4-segment clock that represents the Condition of the asset.
A **Boost**, which is the primary power of the asset. This is normally adding 1d6 to a specific type of Action roll. The players and the GM should come up with a short phrase or term that identifies how this asset adds to that action roll, such as "Grappling Hook" if the asset adds to Move actions, or "Scoped" if the asset adds to Shoot actions.
A **Ability**, which is a weaker power of the asset. This is usually something along the lines of giving the player/an ally an increased effect on a roll, or giving the player/an ally a better position.
A **Repair Action**, which is the action a player needs to roll to repair the asset. Repairing items is detailed in the Attachment Extra.
One or more **Traits*, which, like Talents, are narrative modifiers that allow for certain actions at certain times, or describe what types of actions the asset can take.
If the asset is an item that can be reloaded, recharged, etc it is recommended to also choose a **Reload Action**. This is an action the player can take during the course of the campaign to quickly regain the Condition of the asset. For example, reloading a gun might be a Finesse action, channeling magic into a artifact might be a Focus action, and urging a companion to fight on might be a Command or Sway action. Due to this action taking place outside of Downtime, it would be less effective than a repair action.
A Reload Action would:
Partial Success: No Effect
Full Success: Repair one segment of the asset's Condition clock
Critical Success: Repair two segments of the asset's Condition clock
Note that this can only be done if it makes sense narratively. A Reload Action won't repair a broken or damaged item.
Optionally, additional properties may be assigned to the Specialized Asset, such as what type of item it is or even what abilities it might gain if "leveled up" in some manner. Examples for these have been created, and will be listed later on.
To use a Boost or Ability, the player must *damage* the asset. One does this by filling a segment of the asset's Quality clock.
Lastly, since Specialized Assets can be damaged, they can be assigned as Attachments to a character, which would allow the player to "break" the asset to cancel a consequence. Being used as a Attachment does not remove the normal boosts and abilities of the asset, in essence, it adds a new ability. However, once a Specialized Asset is broken, the boosts, abilities, etc. assigned to it can no longer be used.
## Dials and Ideas
To make Specialized Assets more interesting, they can come in different rarities. Common, everyday assets would still have a 4-segment clock for their Quality. Uncommon, hard-to-find items would have a 6-segment clock. Rare and unique items would have a 8-segment clock.
To add more flavor to boost or ability use, the GM may decide that certain functions of the asset may only be used if it is fully repaired, such as a magic sword only able to do one mighty blow before it has to recharge or an ally who is able to cast a powerful spell when they're fully rested. This could balance out an ability being a second "+1d6 to this type of action" power.
In a campaign setting where people normally craft their own weapons and equipment, it would make sense for the players to collaboratively create a starting Specialized Asset for each of them. It might be best for this starting asset to be of Common rarity, although Uncommon items could work for a more heroic campaign.
The boosts, abilities, and costs listed here are some of the most basic, common ones, but there's lots of other concepts that could work just as well. What about a Specialized Asset that had the ability to give the player a point of Momentum, but they had to damage the asset three times or break it altogether?
## Examples
[Add an example of collaborative creation here]
## Credits
Pretty much everyone in the Fari discord helped with ideas and with inspiring this Extra, but LynnJones, Nugat, and Hobblin were especially helpful.