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Charge RPG

The Free, Open and Generic Role-Playing Game to Power Your Storytelling · By Fari RPGs (René-Pier Deshaies)

Extra: Specialized Assets Extra (Pending)

A topic by Cadia Creations created Dec 08, 2021 Views: 373 Replies: 3
Viewing posts 1 to 4
(11 edits)

(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. 

(6 edits)

**Hacking this Extra**

A few concepts were mentioned in the "Dials and Ideas" section above, but this Extra is meant to be highly modifiable and easily expanded. By adding more Traits or removing some of the ones below, a GM can make this fit into almost any genre. Because the Charge RPG offloads so much of the gameplay restrictions/openness onto the narrative, a few simple words or phrases added to the description of a Specialized Asset can do a lot of heavy lifting. For example:

- Adding a Type to an asset can be as simple as calling it a Weapon, Equipment, Companion, or Artifact. But what if you go deeper than that? You could call it a Melee or Ranged weapon right from the start. You could go deeper, and define if it is bladed or not. The basic generator for this Extra defines equipment as being Mechanical, Biological, or Ethereal, and also notes if it was Crafted, Grown, or Summoned. These terms have no effect on the rules or mechanics of the game, but the GM could use things like this to add flavor or restrictions. 

- One could add Traits onto other Traits, if they wished to make things more complicated. "Ranged(Venomous)" could indicate the asset has a poisonous spit attack. "Secretive(Automated)" could mean the asset automatically cloaks when not in view or tends to stick to the shadows. Adding onto the "Kitted" Trait would indicate what type of kit the asset carries, sure as "Kitted(Medicinal)" being a first-aid kit or "Kitted(Elemental)" being a alchemist's kit. And of course, one could add on to the "Ranged" trait to state exactly what the range of an asset is, such as "Ranged(Short)", etc.

- By simplizing this Extra even more, a GM could stat out the basic weapons and equipment in the world. As an example:

Basic Pistol

Quality: Common - Starting Condition 4

Ability: You may damage this asset to gain a better effect for a personal roll.

Normally, this wouldn't be needed. A GM could just say "You have a pistol, so you have a better effect" and the item wouldn't even have to be noted beyond that. However, some players like having equipment with stats. This could also work well in a genre where equipment is scarce or hard to come by - in a post-apocalypse world, having a pistol could be all you need to end a dangerous situation quickly.

- One could allow Specialized Assets to be modified. For the example above, the basic pistol doesn't have a Boost or any Traits. Giving players a "baseline" version of equipment and then allowing them to customize it and find more parts for it would be perfect for some genres. If the player finds or crafts a "scope", the pistol could gain "You may damage this asset to gain +1d6 to a Shoot Action." If the player creates intricate carvings on a weapon, it now has the "Stylish" trait. Adding and removing Traits from assets is an easy way to show the nature of the player's journey and growing power.

- "Roloading" was created as a way for players to quickly restore the condition of an asset in the heat of battle or in the middle of the action. However, it may cause some confusion for some players, or players may want more versatility in their assets. If this is the case, the GM may consider making separate "Ammo/Charge" and "Condition" clocks for assets that need them. If so, "Ammo" would be what can be restored without downtime, and "Condition" would require downtime to repair/restore.

- To expand upon the notion of assets having multiple/separate clocks, I'm going to post a suggestion by Hobblin from the Fari Games Discord here. I do not think a GM should jump to this level of complexity immediately and I'm sure other Extras will come along that can represent this better than mine does, but if you wanted to use this Extra to have more complicated assets you could do the following:

"..it make sense that an asset can have a limited number of "resource slots" depending on the type of item. For each resource you have one skill to reset and one description of what happens when it runs out. 

A magic sword has: 

- Durability, resets with tinker, breaks when exhausted. 

- Fire charges, resets with focus, stops being magic when exhausted. 

An attack dog has: 

- Trust, resets with Bond, stops listening to commands when exhausted. 

- Energy, resets with Time, takes damage when exhausted. 

- Health, resets with Tinker, dies when exhausted. And so on."

(6 edits)

**Reserved for Trait Examples**

Traits are a property of Specialized Assets which can add new options to the narrative. Like Situational Talents from the base SRD, they allow for certain actions at certain times, or describe what types of actions the asset can take. 

It is recommended that Common items get 1-2 Traits, and Uncommon and Rare items get 2-3 Traits.

Following are the traits that I have written so far:

Automated: This asset can carry out basic actions without direct control, commands, or intervention.

Destructive: This asset can cause widespread damage, both to property and people. Examples: explosives, large animals or tools.

Durable: This asset is tougher than average, able to take several blows, dents, and impacts before it breaks.

Elemental(Type of Element): Branded with or has the ability to cause a single lasting elemental reaction. May blaze with fire, freeze at a touch, etc. When this Trait is chosen, indicate the type of element that's connected to the asset(ice, nature, fire, etc).

Extension: This asset is attached to the user, normally in a physical manner. It is not technically part of the user, but is instead an extension of their senses or abilities. It is relatively simple to detach and reattach at will.

Flexible: This asset lashes, entangles, trips, and binds.

Flight(Assisted): This asset has the ability to fly, but must have a individual guiding or controlling it. (Examples: Jetpacks, Hanggliders, Magic Amulets)

Flight(Personal): This asset has the ability, skills, and equipment necessary to freely fly though the air at will. (Examples: Birds, Hoverbots)

Heavy: Difficult to carry, but will have a greater impact. Hard to block, and will still have an effect even if the collision is deflected somewhat.

Holy: Has a religious significance. May cause those evil, demonic, or damned to flee at the sight of it. It may cause great harm to such creatures as well.

Integrated: This asset is physically or biologically part of the user. It can be considered a part of their own body, and cannot be detached without great difficulty and perhaps not without causing damage to the user.

Kitted(Type of Kit): This asset carries the tools and materials needed to accomplish a specific task. When this Trait is chosen, indicate the type of Kit this asset carries (Lockpicking, Hacking, First Aid, etc).

Linked: This asset is connected to the user magically or mentally. It can receive commands and execute orders with as little as a thought or a gesture. If this asset is injured or disrupted in some way, the damage may backlash to the user, causing pain or disorientation. 

Medicinal: This asset creates/emits a substance, spell, or byproduct that can be used to heal others or sooth pain.

Piercing: This asset has the ability to stab, pin, or puncture objects or people. It can easily pierce thin materials and cause a large amount of damage to armor as well.

Protective: Defends the user. Deflects and mitigates damage. May possibly allow for disarming or bashing blows.

Ranged: Can make attacks or manipulate objects at a distance. Usually has an optimal range, beyond which will cause less damage or have less effect.

Rapid: This asset is faster than normal, able to rapidly accomplish actions, move at high speed, and swiftly attack.

Resistant(Type of resistance): This asset provides a firm of protection against something specific or a general environment and will alleviate or possibly even completely negate negative effects. When this Trait is chosen, choose what this asset resists(fire, biohazards, the cold void of space, etc).

Restricted: This asset is illegal in some way - either it is unlawful to own, or it is simply banned in certain areas, locations, or countries.

Secretive: This asset is small, disguised, easily hidden, or inconspicuous in some other way. It may possibly be masked from various means of detection, both magical and technological.

Sharp: May cause bleeding, deep cuts, or even server limbs. Can cause a massive amount of damage to biological material, and can chop and cut at harder substances as well.

Shining: Emits a bright light or glow, radiant enough to cover a small area or unleash brief, blinding flashes.

Shocking: Can create a shocking or electrical discharge. Can stun creatures and overload technology. 

Stylish: Looks impressive and unique. Draws the eye and attracts attention.

Terrifying: This asset appears threatening or frightening.

Thrown: A collection of identical objects, made to be thrown, lobbed, or tossed for best effect. Usually has a short range, directly related to the user's strength and accuracy.

Venomous: This asset can inflict others with a lasting poison. Those inflicted will suffer deliberating effects, up to and possibly even including death.

**Reserved for Example equipment**