I. Assets

Assets are a key component of your character, and represent your background, skills, and traits. Mechanically, they give you additional options and bonuses when making a move - or sometimes act as their own self-contained moves.

Assets provide narrative benefits as well. For example, if you are an Herbalist, you gain bonuses to your moves when treating injuries or illnesses. You can envision your character identifying plants, diagnosing rare illnesses, and summoning up obscure facts about herbal remedies. Even when you aren’t making moves, your role can color the interests and manner of your character. Also, your expertise might offer story possibilities and new quests as you interact with others in need of your services.

When you create your character, you will roll for your various starting assets (or choose them yourself). As you overcome obstacles and fill boxes on your legacy tracks, you Earn Experience. This experience is spent to purchase or upgrade assets through the Advance move.

Asset Types

There are four types of assets: Companions, paths, combat talents, and rituals. You can mix-and-match assets as you like - whatever fits your vision for your character and their experiences and goals.

Companions

Companions are your NPC helpers. When you acquire a companion, give them a name and envision their appearance and personality. If they don’t have a starting ability, choose one. Upgrading a companion enables additional abilities.

Companions utilize a health track and may suffer harm as a result of one of your moves. When your companion takes damage, make the Companion Endure Harm move to determine the outcome.

Paths

Paths represent your background, interests, training, and skills. They provide mechanical and narrative advantages, but also reflect who you are and how you interact with the world. For example, a Ritualist would likely have a different outlook than a Veteran. Choosing both those paths can reflect an evolution of your character or an interesting background.

Combat Talents

Chalksworn characters are not assumed to be skilled fighters. Even without a combat talent, you can wield weapons and perform combat moves, but you may not be particularly good with them. A combat talent reflects an area of expertise, and gives you additional options and bonuses to represent this skillset.

Combat talent assets typically require you to wield a specific weapon, as noted in the asset text. For example, if you are a Shield-Bearer and don’t have a shield at the ready, you can’t use the asset’s abilities.

Rituals

Magic in Chalksworn is performed through the use of chalk and strange ceremonies. Ritual assets represent specific magical practices that have been developed in the Hereafter, and not individual spells. Like all assets, rituals can be selected as you gain experience and can be upgraded over time to make them more flexible or powerful.

All rituals utilize a move as their default marked ability. You must make this move and the associated action roll to trigger the effect. Any secondary abilities you gain by upgrading the asset are dependent on performing the ritual described as the default ability.

Rituals requires you to use a stick of chalk. However, when you perform the move as defined by the ritual, you may gain the benefit of its secondary abilities even if you do not have the asset upgraded yet by spending extra sticks of chalk, with one stick of chalk allowing you to unlock one extra ability as if it were temporarily upgraded.

Acquiring Assets

You will have three assets when you create your character. Additional assets can be acquired with experience points when you Advance.

Some assets can only be obtained after you have fulfilled narrative or mechanical requirements. The text of the asset will outline the requirement, typically using the phrase “Once you...”

For example:

For assets without a requirement, you should consider the narrative justification when you add it to your character. What have you done to gain these abilities? How have your goals changed to support this new focus? Make your selection meaningful in the context of your story.

Upgrading Assets

When you spend experience to upgrade an asset, you fill in the dot on your asset card to show you’ve acquired the ability. All assets include three abilities. The first will probably be filled in when you purchase the asset. If not, you get to choose one of the three abilities to start.

Upgrading an asset costs 2 experience. Abilities may be selected in any order. You don’t have to activate the second ability to upgrade the third one.

Asset Abilities

Assets provide one or more functions.

Follow the directions on the asset to apply its abilities to your current situation.

Ability Requirements

Narrative circumstances and the outcome of failed moves may force you into situations where you can’t leverage a key asset, making your adventure more challenging and dramatic.

For example, if you don’t have an animal pelt, you can’t perform the Bind ritual. If you Undertake a Journey without your Squab companion, you won’t gain the bonus. If you are an Archer who has run out of arrows, you’ll have to try something else. Before you make a move using an asset, take a moment to ensure you are properly positioned and equipped to use those abilities.

Using Companion Abilities

If you have a companion, leveraging their abilities is an option, not a requirement. Through the fiction, you can interact with your companion and have them perform tasks or assist you without using one of the asset abilities. For example, a Squab companion can put you in position to travel at speed or get away from danger.

When you leverage a companion’s ability, you are inherently putting them at risk. If you roll a 1 on your action die when aided by a companion, any negative outcome of the move should involve your companion. Depending on the circumstances, they might suffer harm, be put in danger, become separated from you, or refuse your commands.

Inflicting Harm on Companions

When a companion suffers physical damage, you make the Companion Endure Harm move. When their health is at 0, they are in danger of being killed. Some moves, such as Sojourn and Make Camp, offer options for your companion to recover health.

Slain Companions

If your companion is killed, give yourself 1 experience point for each marked ability. Then, remove the asset. If you acquire the same type of companion through the narrative of your quest and journeys, you can rebuy the asset at the normal cost.

Failing an Asset Move

For the sake of brevity, moves within an asset do not usually describe the result of a miss. If an asset offers a self-contained move, and doesn’t provide a specific consequence for a miss, you can leverage the miss result of the Face Danger move : “On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.” In short, make something negative happen as appropriate to the circumstances.

Failed Rituals

Dabbling in the mystic arts is dangerous, and the results can be unpredictable and slippery. If the ritual goes wrong, envision what sort of backlash might be possible, or roll on the Mystic Backlash oracle table.