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Assets are advantages that your character gains during character creation, but can also be bought using advancement points during the course of the game provided it can be justified in character. Some assets gain you a step bonus in certain skills or attributes whereas others grant you new abilities or new ways to use your plot points. Assets can be either minor (and cost you 2 points) or major (and cost you 4 points). The table below lists all the available assets (including additional ones not printed in Serenity) and whether they can be major, minor or either.
Asset |
Effect |
Major / Minor |
Allure |
See rulebook |
Major / Minor |
Athlete |
See rulebook |
Major / Minor |
Born Behind the Wheel |
See rulebook |
Major / Minor |
Cortex Spector |
See rulebook |
Major / Minor |
Fast Healer |
You are a fast healer as long as you get the proper rest and relaxation.
Benefits: As long as you rest properly you heal much faster than most folk. As a minor asset you get 1 wound back per days rest. As a major asset you get 3 wounds back per 2 days rest. This asset won't help against a character with serious injuries however, unless they have been healed first by a Surgeon.
|
Major / Minor |
Fightin' Type |
See rulebook |
Major |
Friends in High Places |
See rulebook |
Minor |
Friends in Low Places |
See rulebook |
Minor |
Good Name |
See rulebook |
Major / Minor |
Healthy as a Horse |
See rulebook |
Major / Minor |
Heavy Tolerance |
See rulebook |
Minor |
Highly Educated |
See rulebook |
Minor |
Intimidatin' Manner |
See rulebook |
Minor |
Leadership |
See rulebook |
Major / Minor |
Lightnin' Reflexes |
See rulebook |
Major |
Man's Best Friend |
You have picked up a loyal companion in the form of a dog who sticks with you through thick and thin.
Benefits: The dog is there to keep you company, watch your back, and keep you company. The dog can be used as a focus for plot points to sniff out a trail, defend his master or go and get help. However the character should be careful as the dog may die during the course of a dangerous mission.
|
Minor |
Math Whiz |
See rulebook |
Minor |
Mean Left Hook |
See rulebook |
Minor |
Mechanical Empathy |
See rulebook |
Minor |
Military Rank |
See rulebook |
Minor |
Moneyed Individual |
See rulebook |
Major |
Natural Linguist |
See rulebook |
Minor |
Nature Lover |
See rulebook |
Minor |
Nose for Trouble |
See rulebook |
Major / Minor |
Reader |
See rulebook |
Major / Minor |
Registered Companion |
See rulebook |
Minor |
Religiosity |
See rulebook |
Minor / Major |
Sharp Sense |
See rulebook |
Minor |
Steady Calm |
See rulebook |
Major / Minor |
Stubborn as a Mule |
You are not easily persuaded against your natural instincts and don't change your mind very often.
Benefits: Whenever you need to make a Willpower check against Intimidation, Interrogation, Seduction or Persuasion you gain a +2 Step bonus to your Willpower attribute
|
Minor |
Sweet and Cheerful |
See rulebook |
Minor |
Talented |
See rulebook |
Major / Minor |
Things go smooth |
See rulebook |
Major / Minor |
Total Recal |
See rulebook |
Major |
Tough as Nails |
See rulebook |
Major / Minor |
Trustworthy Gut |
See rulebook |
Major / Minor |
Two-Fisted |
See rulebook |
Major |
Walking Timepiece |
See rulebook |
Minor |
Wears a Badge |
See rulebook |
Major / Minor |
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