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Chapter 8: Assets and Property

Prev: Chapter 7: Gear and Wealth

This chapter covers Assets, a separate currency from Wealth, used to purchase various types of Property, and descriptions of the types of Property available.


Assets are a special type of currency used to purchase Property. When compared to Wealth, Assets are substantially less liquid and include things such as social standing and government connections.

Characters begin the game with 0 Assets. For the first five levels of play, characters should typically gain 1 Asset per level. For the final five levels of play, characters should gain 2 Assets per level.

Property is bought and sold at the standard Asset value. So, a character can spend Assets on Property, decide later they don't want it, and sell it for the same amount they bought it for. While the DM can of course modify prices, this should be done with great care since Assets are acquired so much more slowly than Wealth.

Purchasing and selling Property should generally be a little more involved than buying and selling Gear in terms of downtime requirements and story consequences. Indeed, Property makes a great hook for new adventures and drama.

If a character's backstory has them already in possession of various types of property, it's best to simply avoid representing them mechanically. Consider these properties to be difficult to sell (or would sell at extreme loss) and providing no mechanical benefit to the game. That way, you can tell whatever stories you want without worrying about how it impacts the balance of the campaign. The DM may choose to allow level 1 characters to start with 1 Asset (and then gain none over the course of the first level). However, characters should never start with more Assets than they are expected to aquire upon completing their starting level.

If a character's Property is destroyed over the course of the game, the character should be able to recover all Assets lost. This may take some time (such as through a quest), or it could even be immediate depending on the circumstances (perhaps your fantasy society has an excellent insurance organization?).


Property purchased provides various special benefits to the owner. The common and standard form of Property is the Holding. More types of Property will be added to the game in the future.

Property tends to add new options and flexibility to the game rather than directly increasing a character's power. It is for this reason that Assets are a separate currency from Wealth. Of course clever builds can still use Property options to improve a character's overall effectiveness; this is intended. However, a player shouldn't have to choose between enchanting their weapon and buying a new piece of Property, as this would do unwanted things to the mathematical balance beneath the game.


Holdings are a type of Property that represent various businesses, buildings, and organizations. Each Holding provides a specific benefit to the character that possesses it; this benefit remains until the Holding is lost (typically through selling).

Holdings are the primary way for characters to earn Hybrid values and gain new training. However, some Holdings have different effects.

Many Holdings, particularly of the business sort, suggest the capability to earn a profit. This is abstracted away in the game's economy, as there should be minimal and heavily restricted interaction between the Wealth and Asset currencies (due to the reason they are separated in the first place). In the campaign, it's best to assume that business Holdings are breaking even, or that any extra cash is being used to improve a character's lifestyle (or being donated away / stashed into retirement savings) rather than contributing to a character's power level through granting more Wealth.

For a list of Holdings available for purchase, see the Analects.

Next: Appendix A: Conditions

player_s_guide_chapter_8.txt · Last modified: 2018/10/24 13:49 by triptycho