I’m thinking of introducing a new type of asset in my group’s next mission, and I wonder if you had any thoughts towards maintaining the balance of the game, see red flags, etc.
I rolled Asset, +1 Intel/+1 Pressure for this mission.
Should they choose that mission, the squad will discover an old, dilapidated mansion that was taken over by the undead during the first invasion of Aldermark, and then forgot about and taken over by nature. The place was owned by a master alchemist and is basically a giant workshop/laboratory, with some of the clockwork machines still working. The mission would be about navigating the mansion, and scavenging and learning what they can from it before Blighter’s troops catch up. The Intel is the ‘undead studies’ notes the alchemist left behind from the first invasion and the Pressure increase is how Blighter would use their designs to her advantage.
The quartermaster loves doing alchemical long-term projects and has enough of the basic assets, so I was thinking the PCs could retrieve an ‘alchemical schematics’ asset from the mansion. This asset would not add dice to an engagement roll and could not be acquired in the campaign phase—basically a one-off. The quartermaster could use this asset in lieu of supplies to boost a long-term project to create an alchemical device or compound. Basically a specialized supplies I know my PCs will be excited about, with the Legion’s alchemists work from the master’s old designs within the fiction. The PCs would get one to three uses of the asset, depending on how the mission goes.
Does this sound balanced to you? Anything I should keep in mind? Any ideas you want to share? Always great to read your thoughts. Thank you!