Created page with " Resources is a combination of the character’s income and the character’s pull in society. All characters begin with a Resources of 0. To increase Resources, the character must spend an amount of DP equal to the next level being purchased. Resources is not fixed – over the course of the character’s life, Resources will be increased or decreased, indicating the character’s wealth and influence in society. Resources have an upper limit of 30. Contents 1 Benef..."
 
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Resources is a combination of the character’s income and the character’s pull in society. All characters begin with a Resources of 0. To increase Resources, the character must spend an amount of DP equal to the next level being purchased. Resources is not fixed – over the course of the character’s life, Resources will be increased or decreased, indicating the character’s wealth and influence in society. Resources have an upper limit of 30.
Resources is a combination of the character’s income and the character’s pull in society. All characters begin with a Resources of 0. To increase Resources, the character must spend an amount of DP equal to the next level being purchased. Resources is not fixed – over the course of the character’s life, Resources will be increased or decreased, indicating the character’s wealth and influence in society. Resources have an upper limit of 30.


Contents
=Benefits of Resources=


1 Benefits of Resources
A character begins with a number of retainers equal to the character’s Resources. The character may choose these allies form the Hireling List presented later in this document. Each ally is considered Exceptional, and gains one Exceptional Trait chosen by the player. These are named characters, who are loyal to the character, and can be turned into puppets under the player’s control.


2 Ranks (Caste / Low Gold / High Gold)
=Ranks=
{| class="wikitable"
|+
!Rank
!Caste
!Gold (Low)
!Gold (High)
|-
|0
|Destitute
|0c
|99c
|-
|1
|
|1g
|2g
|-
|2
|
|3g
|4g
|-
|3
|
|5g
|6g
|-
|4
|
|7g
|9g
|-
|5
|Peasant Class
|10g
|14g
|-
|6
|
|15g
|19g
|-
|7
|
|20g
|24g
|-
|8
|
|25g
|29g
|-
|9
|
|30g
|39g
|-
|10
|Middle Class
|40g
|49g
|-
|11
|
|50g
|59g
|-
|12
|
|60g
|69g
|-
|13
|
|70g
|79g
|-
|14
|
|80g
|89g
|-
|15
|
|90g
|99g
|-
|16
|Merchant Class
|100g
|199g
|-
|17
|
|200g
|299g
|-
|18
|
|300g
|399g
|-
|19
|
|400g
|499g
|-
|20
|Lesser Nobility
|500g
|999g
|-
|21
|
|1,000g
|1,999g
|-
|22
|
|2,000g
|2,999g
|-
|23
|
|3,000g
|3,999g
|-
|24
|
|4,000g
|4,999g
|-
|25
|Upper Nobility
|5,000g
|9,999g
|-
|26
|
|10,000g
|14,999g
|-
|27
|
|15,000g
|19,999g
|-
|28
|
|20,000g
|24,999g
|-
|29
|
|25,000g
|29,999g
|-
|30
|Royalty
|30,000g
|
|}


3 Starting Equipment
=Starting Equipment=


4 The Resource Roll
A character begins with starting equipment free of charge. The character is allowed one piece of equipment with a Cost of Resources + 5. The character then picks out additional equipment, reducing the allowed Cost by one for each item taken. This continues until the character has reached Resources 0. At this point, any further equipment must be purchased as normal.


5 Selling to Non-Player Characters
See Step Fourteen: Equipment


6 Losing Resources
=The Resource Roll=


7 Using Resources
Resources are normally used for making purchases or payments for equipment or henchmen. A Resource Roll is a roll to attempt to minimize the reduction of the Resource trait when making a purchase or expending Resources. Resource Rolls are normally made using the character’s Social Attribute and the Business Skill, though other Skills can be used depending on where the character is making the purchase.


8 Gaining Resources
When making a Resource Roll, the Difficulty can vary. Against another player is equal to the Resolve of the person the character is attempting to buy from. If the seller is not on friendly terms with the buyer, or wishes to haggle, they may spend a point of Essence to add the appropriate Skill to their Resolve (such as Business or Integrity, depending on the nature of the roleplaying). When buying from a non-player character, the Difficulty is 2. If the seller is not a friend or contact of the buyer’s – not one of the henchmen on the characters has – the seller automatically increases the Difficulty to 5. Some Resource Rolls (such as those to establish a business) are Results Rolls, letting the player choose his own Difficulty.


8.1 Selling
Success: If the roll results in at least one success, the Cost of the purchase is reduced by the number of successes (to a minimum of one-third the starting Cost, rounded up). Then the modified Cost is subtracted from the character's Resources and the purchase is made.


8.2 Influence
Failure: Failure on a Resource Roll means losing the full cost of what the character was seeking to buy, as well as failing to acquire it. The time, connections, and funds are spent without successfully securing whatever was sought.


9 Taking Resources
=Selling to Non-Player Characters=


Benefits of Resources
A character may attempt to sell goods to a non-player character. To prevent abuse of the system, this is considered an active roll on the part of the character attempting to make the sale. The character chooses the Cost they wish to sell the object for. This becomes the Difficulty of the roll they are to make. The character then rolls Social and the appropriate Skill they wish to use. The character automatically gets a number of Resources equal to half the character’s Growth (round up) or the Cost of the item (whichever is less), plus one for every Success rolled, up to the Resource level the character had chosen.


A character begins with a number of retainers equal to the character’s Resources. The character may choose these allies form the Hireling List presented later in this document. Each ally is considered Exceptional, and gains one Exceptional Trait chosen by the player. These are named characters, who are loyal to the character, and can be turned into puppets under the player’s control.
=Losing Resources=


Ranks (Caste / Low Gold / High Gold)
When a character wishes to spend Resources, they permanently reduce their Resources as part of the expenditure, indicating an actual strike against the character’s income, or a loss of friends or contacts. The character makes a Resource Roll, to see how much Resources is actually expended when they use their Resources, with each success reducing the actual Resource cost by one. Some things, regardless of the character’s skill, are too much to completely negate the cost however – the minimum Cost a character must pay is equal to one third of the Cost (round up).


Rank
=Using Resources=


0
Any time a character makes a Resource Roll, or a Social Roll, the character may sacrifice Resources. Each point of Resource sacrificed grants the character a +1 die bonus on the roll. These Resources are spent. This expenditure can be represented as bribes, pressure from friends on the target, calling in favours, or other forms of economic or social manipulation. This is a Cost, and can be reduced by spending Successes to lower the Cost.


1
=Gaining Resources=


2
A character may spend DP to increase their Resources, but a character may also attempt to gain Resources. Each time the character sells an object (in a shop or to another character for example), or when a character attempts to gain popularity and make contacts, they may attempt to gain Resources.


3
=Selling=


4
When a character sells an object, their Resources either increases to the amount spent by the buyer, or it is increased by one third of the Resources paid (round up), whichever is greater.


5
**Example:** A character with Resources 7 sells a sword for a Cost of 5. Since the character’s Resources is higher than the Cost of the sword, the character’s Resources is increased by two, to 9.


6
=Influence=


7
Once a month, the character may attempt an Influence (Resource) Roll. The character must spend a point of Resources (minimum of one) and then makes a roll using an appropriate Social Skill, with a Difficulty equal to the character’s former Resources. The character gains a number of Resources equal to the Successes rolled. If the character rolls no Successes, the character loses one point of Resources. This can not be done if the character has no Resources to spend. Resources may be sacrificed to augment this roll.


8
This roll is representative of effort over the entire month. As such, temporary bonuses (such as most spells and Gifts or spending Essence for additional dice) cannot be used on this roll. Applicable "tools" or bonuses that are "always on" may still be used.


9
=Taking Resources=


10
A person can attempt to remove the Resources of another target, through theft, destruction of property, attacks on the person’s character, or similar. This can only be done once per month, and the Difficulty is equal to the target’s Resources. Each Success reduces the target’s Resources by one. The amount taken is how much your Resources can increase, thus taking 4 Resources can increase someone’s Resources to 4 (with a minimum gain of 1). If the character is simply trying to destroy another person’s Resources, and not gaining from it themselves, the character gains a +3 die bonus. In either case, the character may use tools, retainers, or Resources to facilitate these activities.
 
11
 
12
 
13
 
14
 
15
 
16
 
17
 
18
 
19
 
20
 
21
 
22
 
23
 
24
 
25
 
26
 
27
 
28
 
29
 
30
 
Caste
 
Destitute
 
Peasant Class
 
Middle Class
 
Merchant Class
 
Lesser Nobility
 
Upper Nobility
 
Royalty
 
Low
 
0c
 
1g
 
3g
 
5g
 
7g
 
10g
 
15g
 
20g
 
25g
 
30g
 
40g
 
50g
 
60g
 
70g
 
80g
 
90g
 
100g
 
200g
 
300g
 
400g
 
500g
 
1000g
 
2000g
 
3000g
 
4000g
 
5000g
 
10000g
 
15000g
 
20000g
 
25000g
 
30000g
 
High
 
99c
 
2g
 
4g
 
6g
 
9g
 
14g
 
19g
 
24g
 
29g
 
39g
 
49g
 
59g
 
69g
 
79g
 
89g
 
99g
 
199g
 
299g
 
399g
 
499g
 
999g
 
1999g
 
2999g
 
3999g
 
4999g
 
9999g
 
14999g
 
19999g
 
24999g
 
29999g
 
49999g
 
Starting Equipment
 
A character begins with starting equipment free of charge. The character is allowed one piece of equipment with a Cost of Resources + 5. The character then picks out additional equipment, reducing the allowed Cost by one for each item taken. This continues until the character has reached Resources 0. At this point, any further equipment must be purchased as normal.
 
See Step Fourteen: Equipment
 
The Resource Roll
 
Resources are normally used for making purchases or payments for equipment or henchmen. A Resource Roll is a roll to attempt to minimize the reduction of the Resource trait when making a purchase or expending Resources. Resource Rolls are normally made using the character’s Social Attribute and the Business Skill, though other Skills can be used depending on where the character is making the purchase.
 
When making a Resource Roll, the Difficulty can vary. Against another player is equal to the Resolve of the person the character is attempting to buy from. If the seller is not on friendly terms with the buyer, or wishes to haggle, they may spend a point of Essence to add the appropriate Skill to their Resolve (such as Business or Integrity, depending on the nature of the roleplaying). When buying from a non-player character, the Difficulty is 2. If the seller is not a friend or contact of the buyer’s – not one of the henchmen on the characters has – the seller automatically increases the Difficulty to 5. Some Resource Rolls (such as those to establish a business) are Results Rolls, letting the player choose his own Difficulty.
 
Success: If the roll results in at least one success, the Cost of the purchase is reduced by the number of successes (to a minimum of one-third the starting Cost, rounded up). Then the modified Cost is subtracted from the character's Resources and the purchase is made.
 
Failure: Failure on a Resource Roll means losing the full cost of what the character was seeking to buy, as well as failing to acquire it. The time, connections, and funds are spent without successfully securing whatever was sought.
 
Selling to Non-Player Characters
 
A character may attempt to sell goods to a non-player character. To prevent abuse of the system, this is considered an active roll on the part of the character attempting to make the sale. The character chooses the Cost they wish to sell the object for. This becomes the Difficulty of the roll they are to make. The character then rolls Social and the appropriate Skill they wish to use. The character automatically gets a number of Resources equal to half the character’s Growth (round up) or the Cost of the item (whichever is less), plus one for every Success rolled, up to the Resource level the character had chosen.
 
Losing Resources
 
When a character wishes to spend Resources, they permanently reduce their Resources as part of the expenditure, indicating an actual strike against the character’s income, or a loss of friends or contacts. The character makes a Resource Roll, to see how much Resources is actually expended when they use their Resources, with each success reducing the actual Resource cost by one. Some things, regardless of the character’s skill, are too much to completely negate the cost however – the minimum Cost a character must pay is equal to one third of the Cost (round up).
 
Using Resources
 
Any time a character makes a Resource Roll, or a Social Roll, the character may sacrifice Resources. Each point of Resource sacrificed grants the character a +1 die bonus on the roll. These Resources are spent. This expenditure can be represented as bribes, pressure from friends on the target, calling in favours, or other forms of economic or social manipulation. This is a Cost, and can be reduced by spending Successes to lower the Cost.
 
Gaining Resources
 
A character may spend DP to increase their Resources, but a character may also attempt to gain Resources. Each time the character sells an object (in a shop or to another character for example), or when a character attempts to gain popularity and make contacts, they may attempt to gain Resources.
 
Selling
 
When a character sells an object, their Resources either increases to the amount spent by the buyer, or it is increased by one third of the Resources paid (round up), whichever is greater.
 
Example: A character with Resources 7 sells a sword for a Cost of 5. Since the character’s Resources is higher than the Cost of the sword, the character’s Resources is increased by two, to 9.
 
Influence
 
Once a month, the character may attempt an Influence (Resource) Roll. The character must spend a point of Resources (minimum of one) and then makes a roll using an appropriate Social Skill, with a Difficulty equal to the character’s former Resources. The character gains a number of Resources equal to the Successes rolled. If the character rolls no Successes, the character loses one point of Resources. This can not be done if the character has no Resources to spend. Resources may be sacrificed to augment this roll.
 
This roll is representative of effort over the entire month. As such, temporary bonuses (such as most spells and Gifts or spending Essence for additional dice) cannot be used on this roll. Applicable "tools" or bonuses that are "always on" may still be used.
 
Taking Resources
 
A person can attempt to remove the Resources of another target, through theft, destruction of property, attacks on the person’s character, or similar. This can only be done once per month, and the Difficulty is equal to the target’s Resources. Each Success reduces the target’s Resources by one. The amount taken is how much your Resources can increase, thus taking 4 Resources can increase someone’s Resources to 4 (with a minimum gain of 1). If the character is simply trying to destroy another person’s Resources, and not gaining from it themselves, the character gains a +3 die bonus. In either case, the character may use tools, retainers, or Resources to facilitate these activities.

Latest revision as of 01:54, 9 March 2026

Resources is a combination of the character’s income and the character’s pull in society. All characters begin with a Resources of 0. To increase Resources, the character must spend an amount of DP equal to the next level being purchased. Resources is not fixed – over the course of the character’s life, Resources will be increased or decreased, indicating the character’s wealth and influence in society. Resources have an upper limit of 30.

Benefits of Resources

A character begins with a number of retainers equal to the character’s Resources. The character may choose these allies form the Hireling List presented later in this document. Each ally is considered Exceptional, and gains one Exceptional Trait chosen by the player. These are named characters, who are loyal to the character, and can be turned into puppets under the player’s control.

Ranks

Rank Caste Gold (Low) Gold (High)
0 Destitute 0c 99c
1 1g 2g
2 3g 4g
3 5g 6g
4 7g 9g
5 Peasant Class 10g 14g
6 15g 19g
7 20g 24g
8 25g 29g
9 30g 39g
10 Middle Class 40g 49g
11 50g 59g
12 60g 69g
13 70g 79g
14 80g 89g
15 90g 99g
16 Merchant Class 100g 199g
17 200g 299g
18 300g 399g
19 400g 499g
20 Lesser Nobility 500g 999g
21 1,000g 1,999g
22 2,000g 2,999g
23 3,000g 3,999g
24 4,000g 4,999g
25 Upper Nobility 5,000g 9,999g
26 10,000g 14,999g
27 15,000g 19,999g
28 20,000g 24,999g
29 25,000g 29,999g
30 Royalty 30,000g

Starting Equipment

A character begins with starting equipment free of charge. The character is allowed one piece of equipment with a Cost of Resources + 5. The character then picks out additional equipment, reducing the allowed Cost by one for each item taken. This continues until the character has reached Resources 0. At this point, any further equipment must be purchased as normal.

See Step Fourteen: Equipment

The Resource Roll

Resources are normally used for making purchases or payments for equipment or henchmen. A Resource Roll is a roll to attempt to minimize the reduction of the Resource trait when making a purchase or expending Resources. Resource Rolls are normally made using the character’s Social Attribute and the Business Skill, though other Skills can be used depending on where the character is making the purchase.

When making a Resource Roll, the Difficulty can vary. Against another player is equal to the Resolve of the person the character is attempting to buy from. If the seller is not on friendly terms with the buyer, or wishes to haggle, they may spend a point of Essence to add the appropriate Skill to their Resolve (such as Business or Integrity, depending on the nature of the roleplaying). When buying from a non-player character, the Difficulty is 2. If the seller is not a friend or contact of the buyer’s – not one of the henchmen on the characters has – the seller automatically increases the Difficulty to 5. Some Resource Rolls (such as those to establish a business) are Results Rolls, letting the player choose his own Difficulty.

Success: If the roll results in at least one success, the Cost of the purchase is reduced by the number of successes (to a minimum of one-third the starting Cost, rounded up). Then the modified Cost is subtracted from the character's Resources and the purchase is made.

Failure: Failure on a Resource Roll means losing the full cost of what the character was seeking to buy, as well as failing to acquire it. The time, connections, and funds are spent without successfully securing whatever was sought.

Selling to Non-Player Characters

A character may attempt to sell goods to a non-player character. To prevent abuse of the system, this is considered an active roll on the part of the character attempting to make the sale. The character chooses the Cost they wish to sell the object for. This becomes the Difficulty of the roll they are to make. The character then rolls Social and the appropriate Skill they wish to use. The character automatically gets a number of Resources equal to half the character’s Growth (round up) or the Cost of the item (whichever is less), plus one for every Success rolled, up to the Resource level the character had chosen.

Losing Resources

When a character wishes to spend Resources, they permanently reduce their Resources as part of the expenditure, indicating an actual strike against the character’s income, or a loss of friends or contacts. The character makes a Resource Roll, to see how much Resources is actually expended when they use their Resources, with each success reducing the actual Resource cost by one. Some things, regardless of the character’s skill, are too much to completely negate the cost however – the minimum Cost a character must pay is equal to one third of the Cost (round up).

Using Resources

Any time a character makes a Resource Roll, or a Social Roll, the character may sacrifice Resources. Each point of Resource sacrificed grants the character a +1 die bonus on the roll. These Resources are spent. This expenditure can be represented as bribes, pressure from friends on the target, calling in favours, or other forms of economic or social manipulation. This is a Cost, and can be reduced by spending Successes to lower the Cost.

Gaining Resources

A character may spend DP to increase their Resources, but a character may also attempt to gain Resources. Each time the character sells an object (in a shop or to another character for example), or when a character attempts to gain popularity and make contacts, they may attempt to gain Resources.

Selling

When a character sells an object, their Resources either increases to the amount spent by the buyer, or it is increased by one third of the Resources paid (round up), whichever is greater.

    • Example:** A character with Resources 7 sells a sword for a Cost of 5. Since the character’s Resources is higher than the Cost of the sword, the character’s Resources is increased by two, to 9.

Influence

Once a month, the character may attempt an Influence (Resource) Roll. The character must spend a point of Resources (minimum of one) and then makes a roll using an appropriate Social Skill, with a Difficulty equal to the character’s former Resources. The character gains a number of Resources equal to the Successes rolled. If the character rolls no Successes, the character loses one point of Resources. This can not be done if the character has no Resources to spend. Resources may be sacrificed to augment this roll.

This roll is representative of effort over the entire month. As such, temporary bonuses (such as most spells and Gifts or spending Essence for additional dice) cannot be used on this roll. Applicable "tools" or bonuses that are "always on" may still be used.

Taking Resources

A person can attempt to remove the Resources of another target, through theft, destruction of property, attacks on the person’s character, or similar. This can only be done once per month, and the Difficulty is equal to the target’s Resources. Each Success reduces the target’s Resources by one. The amount taken is how much your Resources can increase, thus taking 4 Resources can increase someone’s Resources to 4 (with a minimum gain of 1). If the character is simply trying to destroy another person’s Resources, and not gaining from it themselves, the character gains a +3 die bonus. In either case, the character may use tools, retainers, or Resources to facilitate these activities.