Resources
Dynamic elements that characters earn and spend, collect and consume, or risk and sacrifice in pursuit of their goals.
Last updated
Dynamic elements that characters earn and spend, collect and consume, or risk and sacrifice in pursuit of their goals.
Last updated
Resources are measured using points identifying the number of resource units available to a player. Players acquire, replenish, or restore resources through activities like scavaging or salvage, as an in-game reward from the Game Host, or by using Downtime activities.
Resources typically are one of the following types:
CURRENCY: An element that characters earn and spend. This resource can include real currency like credits or gold pieces, or custom meta-currencies used to fuel special abilities like Spell Points for a mage, or Chi for a Monk. The game system includes Capital, a special resource used for creating and improving characters and equipment, or making group acquisitions.
COMPANIONS: A special class of assets that have inherent abilities that characters can control such as trained animals, droids and drones, and other assistants. Companions are not full characters but can suffer damage through use. The Stress Level of companions is measured and tracked as a resource.
CONSUMABLE: Items that can be used up or depleted after one or more uses. Consumables include food rations, water, ammunition, or specialty items like magic potions or scrolls. Consumables also encompass tracking raw materials used for activities like crafting.
GEAR: Gear resources are the physical assets a character wears or carries. When a player chooses to risk their gear when performing actions it can suffer damage. The Stress Level of gear items is measured and tracked as a resource.
WARDS: Wards are a protective boundary around a character that can absorb damage. Wards are character buffs that are commonly provided by magic (like a Magical Shield or Spiritual Guardians) or advanced technology (such as an Energy Shield). The amount of protection provided by a Ward is measured and tracked as a resource.
RESOURCE STRESS
By default, all resources that represent items capable of absorbing damage are measured using a Stress Level ranging from 0 to 3. When a resource takes damage, its Stress Level increases. Once the resource reaches its maximum Stress Level, it is incapacitated and cannot be used until it is replenished, repaired, or replaced.
The rules for specific types of resources are modular and can be easily customized. For instance, custom rules might adjust the default stress capacity of different grades of armor. Heavier armor, for example, could absorb more stress but impose penalties on movement and agility.
Players are responsible along with the support of the Game Host for determining the appropriate resources and scale for a character. Resources should be tracked on a player's character sheet. Players are responsible for adding and removing resource units when they are acquired and consumed during gameplay.
SIGNIFICANT RESOURCES
Tracking mundane resources like food, water, or ammunition may or may not be essential within a specific setting or campaign. Focus on resources that are significant to the narrative or must be tracked to support a specific game mechanic such as a Resource consumed by using a Feature.