Asset and Upgrade Examples

Simple Assets

Name Output When Managed Defensive Skills Rank
Orchard Food (Fruit) x2 Profession (Farmer) 1
Grain Farm Food (Grain) x2 Profession (Farmer) 1
Salt Mine Food (Salt) x2 Profession (Miner) 2
Hunter Cabin Food (Meat) x1, Material (Hides) x1 Profession (Hunter) or Survival 1
Pasture Food (Meat) x1, Material (Wool) x1 Profession (Farmer) or Animal Ken 1
Clay Pit Material (Clay) x2 Profession (Miner) 1
Iron Mine Material (Iron) x2 Profession (Miner) 3
Lumber Yard Material (Wood) x2 Profession (Lumberjack) 1
Quarry Material (Stone) x2 Profession (Miner) 2

Complex Assets

Name Required Inputs Keyword Keyword Effect Defensive Skill Rank
Armoury Material (Iron) x2 Defend Bonus to defend self or Asset against attack Profession (Soldier) or Leadership 3
Brothel Food (Any) x1, Material (Wool or Hides) x1 Blood Bonus to feeding checks Profession (Innkeeper) or Craft (Tailoring) 2
Cavalry Stables - Light Food (Grain) x1, Material (Hides) x2 Distant Raid Small bonus to attacking an area or asset Profession (Ostler) or Leadership 3
Cavalry Stables - Heavy Food (Grain) x2, Material (Hides) x1, Material (Iron) x1 Distant Attack Modest bonus to attacking an area or asset Profession (Ostler) or Leadership 3
Chapel Material (Clay or Wood) x2 Influence Static influence boost with Local Church Etiquette or Academics 2
Fortress Material (Any) x2 Fortified Asset provides defence bonuses to the owner Profession (Soldier) or Leadership 3
Hospital Food (Fruit) x1, Material (Wool) x1 Blood Bonus to feeding checks Medicine or Empathy 2
Infantry Barracks - Light Food (Meat or Grain) x1, Material (Hides) x1 Raid Small bonus to attacking an area or asset Craft (Blacksmith), Profession (Armourer or Weaponsmith), or Leadership 3
Infantry Barracks - Heavy Food (Meat or Grain) x2, Material (Hides) x1, Material (Iron) x1 Attack Modest bonus to attacking an area or asset Craft (Blacksmith), Profession (Armourer or Weaponsmith), or Leadership 3
Manor Material (Any) x2 Host Ability to host Session Profession (Servant) or Etiquette 3
Marina Material (Wood or Iron) x1 Travel Bonus when calculating travel hazards/distance Profession (Helmsman or Shipwright) 2
Merchant Material (Any) x1 Trading Allows additional trading of goods. Profession (Merchant) or Seneschal 2
Monastery Material (Any) x1, Food (Any) x1 Influence Static influence boost with The Order of Saint Benedict Academics or Lore (Any) 2
Palace Material (Any) x1, Food (Salt or Meat) x1 Influence Static influence boost with Bavarian Nobility Profession (Servant) or Etiquette 3
Philosophy School Food (Any) x1, Material (Any) x1 Research Bonus to research during downtime actions Academics or Lore (Any) 2
Public House Food (Fruit or Grain) x2 Blood Bonus to hunger rolls Profession (Innkeeper) or Craft (Brewing) 2
Scholar's Library Food (Any) x1, Material (Any) x1 Influence Static influence boost with The Society of Glossators Composition (Any) or Academics 2
Sculpture Studio Material (Clay or Stone) x1, Food (Any) x1 Influence Static influence boost with Catholic Church Crafts (Any art) 3
Personal Stable Food (Grain) x1, Material (Hides) x2 Travel Bonus when calculating travel hazards/distance Profession (Ostler) or Ride/Drive 2
Toll House Material (Stone or Clay) x3 Influence Static influence boost with Holy Roman Empire Seneschal or Composition (Bookkeeping) 3
Trading Quay Material (Any) x1 Trading Allows additional trading of goods. Profession (Merchant) or Seneschal 2
Wayhouse Food (Any) x1, Material (Any) x1 Rumour - Common Rumours about goings on in the region Profession (Innkeeper) or Craft (Cooking) 2
Workhouse Food (Any) x1, Material (Wool) x1 Rumour - Common Rumours about goings on in the region Profession (Cooking) or Streetwise 2

Unique Assets

Name Unique Keyword Keyword Effect Rank
Land Soil Negates the clan flaw penalty for the Tzimisce who owns this asset, while they are in the domain it is in.
Also works for those with the flaw Bound to the Earth
1
Shelter Haven A hidden, sunproof resting place. 1
Holy Ground Sanctified Asset is either partially or wholly on holy ground. 1

Asset Upgrades

Upgrade Name Cost to Buy and Prerequisites Additional input per Downtime Upgrade Effect Asset Type
Fortified 1 Material (Wood) x3 Material (Wood) x1 Small bonus to defence Simple or Complex
Fortified 2 Material (Stone) x3
Prereq: Fortified 1
Material (Stone) x1 Modest bonus to defence Simple or Complex
Fortified 3 Material (Stone) x4
Prereq: Fortified 2
Material (Stone) x1 Significant bonus to defence Complex
Efficient Material (Stone or Wood) x4 Material (Stone or Wood) x1 +1 production of raw material already produced by the building Simple
Effective Material (Stone or Wood) x4 +1 material already required by the building Improve bonus granted by the building Complex