Maerdwyn
First Post
Sorry Thondor, missed the born behind the wheel thing
Looks good.
Tailspinner,
2/4 means you can take the asset for either 2 or 4 attribute points (or gain 2 or 4 points in the case of a complication), and you get the trait in a minor or major form.
ASSETS:
Healthy as a Horse (2/4) - (minor: +2 step to rolls involving illness, general fast recovery, etc. Major: plot points spent on this stuff count double)
Heavy Tolerance (2) (bonus to resisting effect of intoxicants and poison)
Leadership (2/4) (Minor: each session, you can designate a goal, and anyone trying to achieve it can take one +2 bonus on a roll to do it. Major: you can spend your plot points to improve other characters' actions so long as they are owrking towards your goal.)
Trustworthy Gut (2/4) (Minor: +2 two to mental rolls when relying on intuition. Major: spend a plot point to ask the GM a yes or know question, like "Do I get the feeling he's teling me the truth?" Spend n+1 additional plot points to follow up with each addtional question (2 for the first follow up, 3 more for the third, etc.)
COMPLICATIONS:
Dead Broke (2): 1/2 normal starting credits, and must immediately give up half of all income
Loyal (2): Pick a group that can count on you, and you will help and protect them even to your own detriment
Phobia (2): You are scared of something that is either uncommon, and you have an extrme reaction, or common, and you have a less severe reaction.
Prejudice (2) Pick a group, and you have a negative reaction to them or might even go out of your way to insult them. -2 to influence based checks involving them
Stingy (2): You simply don't part with cash unless you have to.
Straight Shooter (2): You generally won't lie, even to save others' feelings or when it would be smart, and even if you do lie, you get a penalty to influencebased actions.
Superstitious (2) You are gripped by enough superstitious beliefs that they affect your normal daily life. If you interpret something as a bad omen, you get -2 to certain rolls for a time, and when you get a good omen, you get +2 certain rolls.
Things Don't Go Smooth (2/4) Minor: GM can make you reroll once per session, forcingyou to take the lower result. Major: GM can for 2 rerolls

Tailspinner,
2/4 means you can take the asset for either 2 or 4 attribute points (or gain 2 or 4 points in the case of a complication), and you get the trait in a minor or major form.
ASSETS:
Healthy as a Horse (2/4) - (minor: +2 step to rolls involving illness, general fast recovery, etc. Major: plot points spent on this stuff count double)
Heavy Tolerance (2) (bonus to resisting effect of intoxicants and poison)
Leadership (2/4) (Minor: each session, you can designate a goal, and anyone trying to achieve it can take one +2 bonus on a roll to do it. Major: you can spend your plot points to improve other characters' actions so long as they are owrking towards your goal.)
Trustworthy Gut (2/4) (Minor: +2 two to mental rolls when relying on intuition. Major: spend a plot point to ask the GM a yes or know question, like "Do I get the feeling he's teling me the truth?" Spend n+1 additional plot points to follow up with each addtional question (2 for the first follow up, 3 more for the third, etc.)
COMPLICATIONS:
Dead Broke (2): 1/2 normal starting credits, and must immediately give up half of all income
Loyal (2): Pick a group that can count on you, and you will help and protect them even to your own detriment
Phobia (2): You are scared of something that is either uncommon, and you have an extrme reaction, or common, and you have a less severe reaction.
Prejudice (2) Pick a group, and you have a negative reaction to them or might even go out of your way to insult them. -2 to influence based checks involving them
Stingy (2): You simply don't part with cash unless you have to.
Straight Shooter (2): You generally won't lie, even to save others' feelings or when it would be smart, and even if you do lie, you get a penalty to influencebased actions.
Superstitious (2) You are gripped by enough superstitious beliefs that they affect your normal daily life. If you interpret something as a bad omen, you get -2 to certain rolls for a time, and when you get a good omen, you get +2 certain rolls.
Things Don't Go Smooth (2/4) Minor: GM can make you reroll once per session, forcingyou to take the lower result. Major: GM can for 2 rerolls