The second half of your Lead sheet lists your character’s Assets: a little bit of how he gets things done and a little bit of who he is. Each Asset has a die rating and one or more notes underneath it. The die rating shows how powerful that Asset can be. The notes beneath give you access to nice little bonuses. There are two kinds of Assets: Distinctions and Abilities.

Distinctions are the things that make your character unique as a person; no, not super-strength or hypersonic screams, but things like Dominic’s Big-Hearted or Oliver’s Smartass. If you stripped away all the super stuff, what would be left? Those are your Distinctions. Each Distinction has three triggers-special things you can do in the game-that unlock as your rating in the Distinction increases. You get the first trigger at d4, the second at d8, and the third at d12. Each trigger gives you a benefit and exacts a cost, and most of them allow you to add to the story in interesting and often unexpected ways.

Abilities are things that you can do beyond normal human effort-stuff in the realm of the supernatural. Not everybody has Abilities. Abilities let you do all sorts of showy stuff, either as you roll dice or as a special effect you activate by spending a Plot Point. Super-strength, for instance, gives you a die to roll in when your massive muscles play to your advantage. You can also spend a Plot Point to pull off fantastic super-strength feats like lifting up a compact car. Abilities also come with a Descriptor and a Limit. The Descriptor is a keyword that describes how the Ability manifests: vampiric blood, hedge magic, psychic power, and so on. The Limit tells you what can stop your Ability cold. Vampiric blood creates all sorts of social problems, whether it’s yours or your boyfriend’s. If somebody uses your Limit against you, he triples the die representing his clever tactic.

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