Hey all! Loving the KS campaign, and I spent all weekend poring over the quickstart rules, which look absolutely fantastic.
One area I’m still very very confused about is Assets. Obviously, I could fudge or houserule this reasonably well. But I’d love to hear a little more detail:
1. Is asset acquisition at downtime always “Temporary Use,” or is “Temporary Use” a special case (like its neighbors “Heal Thyself” and “Overindulgences”)?
1a. If “Temporary Use” is the norm, how do I acquire something long-term?
1b. If it’s a special case – when does it apply?
2. I’m not clear on the distinction between a “fine” asset and a “standard” one (except for +dice). Can any asset have both a “standard” version and a “fine” one, and then I declare which asset I’m after, and Acquire whichever version my roll gives me? Or are some types of assets “standard” (e.g. “a blade”) and others have to be “fine” (e.g. “a spirit mask”), and so my roll limits my asset options as well as its quality?
3. Are Assets going to have precise mechanical effects and limitations? Or are they defined mostly by narrative?
I’d assume that a character wouldn’t be able to fight effectively without A Blade Or Two, or pick locks effectively without Burglary Tools – but I’m not seeing where in the mechanics this fits in.
I’m guessing it’s something along the lines of “Use your best judgement, and apply penalties to action roles if your character’s poorly equipped”; I’m just wondering (given the focus on Assets as a mechanical element) if there’s anything more than that.
Thanks!