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Willpower represents extraordinary reserves of concentration, faith or training that can let an Agent carry on in the face of unnatural horror or mental assault.
Willpower represents extraordinary reserves of concentration, faith or training that can let an Agent carry on in the face of unnatural horror or mental assault.


* '''All characters enter play with a Willpower Pool of 0'''
* '''All characters enter play with a Willpower Pool of 0'''. Various [[Traits]] increase your Willpower score.


* Willpower can be spent to resist experiences which affect your character’s mind and sometimes soul.
* Willpower can be spent to resist experiences which affect your character’s mind and sometimes soul.
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More details of how Willpower interacts with different calls may be found in the sections on [[Psychic Powers (Psykers)|Psychic Powers]], [[Calls]], [[Madness]], and [[Corruption]].
More details of how Willpower interacts with different calls may be found in the sections on [[Psychic Powers (Psykers)|Psychic Powers]], [[Calls]], [[Madness]], and [[Corruption]].


Willpower is recovered by performing [[Observances]]. This is the act of spending ten minutes resting, praying, or otherwise looking to their spiritual health while on '''Hallowed Ground''';
Willpower is recovered by performing [[Observances]]. This is the act of spending ten minutes resting, praying, or otherwise looking to their spiritual health while on '''Hallowed Ground'''. A ref will indicate whether '''Hallowed Ground''' exists at an event.




==== Mission Supplies ====
==== Mission Supplies ====
Mission Supplies are an abstract resource representing the supplies, wealth and other material resources of a character. Certain traits that give characters access to abilities that require them to expend Supplies to use. There are a few rules governing these:
Mission Supplies are the resources representing the limited equipment characters carry on their person to operate various pieces of technology or weapons they possess. The most common and obvious one of these is Ammunition, which is needed to use ranged weapons, but there are several other types.


* '''Most characters start an event with 0 supplies''' - the only way to be assigned supplies before an event is to possess certain traits.
* The Four types of Mission Supply are;
** '''Ammunition''' (Used for Guns)
** '''Explosives''' (Used for Grenades/Saboteur)
** '''Chems''' (Used for Poisons, Medicae, Needlers)
** '''Esoterica''' (Used for Rituals and other things)


* '''Characters with traits that give access to mission supplies have FIVE supplies allocated to them, no more''', this cannot be increased by taking multiple traits that grant access to the Mission Supplies pool.
* '''All characters who have chosen to carry a ranged weapon begin an event with 3 Ammunition for it''' - as this is specifically assigned for their weapon, this initial ammunition cannot be traded or given to others.  


* '''Supplies can be traded''' - You are free to trade your supplies between each-other or to NPCs - they represent valuable resources that can be equally used as currency as they can be used to fuel various traits.
* '''Unless your traits say otherwise''', a character begins an event with 0 Explosives, Chems or Esoterica.


* '''All characters can obtain, use and gain supplies''' - supplies can be obtained during uptime play usually from allied NPCs but sometimes stored where they can be taken.
* '''If a character selects more than one trait that grants same resource they only gain the benefit of one.'''


* '''Supplies are not guaranteed''' - be careful about having too many traits dependent on Supplies, obtaining them is not necessarily going to be possible on every mission, what you have are precious.
* '''Use of Supplies must be recorded''' - There will be a method at an event that will allow you to declare used supplies at the base camp, this can vary from event to event, from a "token bin" to a clipboard if tokens are not available. This allows the Game Team to track supply flow, and levels.


* '''There are no theft rules in DuD so supplies CANNOT be stolen from other players''' - theft rules are just nigh-on-impossible to get right, so we are avoiding dealing with them entirely.
* '''Supplies can be traded''' - You are free to trade your supplies between each-other or to NPCs - they represent valuable resources that can be equally used as currency with most individuals.


* '''You should carry physreps for your supplies'''. The form of these physreps is up to you; however, since Supplies can represent a number of different things (ammunition, holy water, grenades, explosives, chemicals) you may wish to represent them with generic boxes or bags rather than ammunition magazines or bottles of liquid. There is no minimum size restriction on Supplies physreps.
* '''All characters can obtain, use and gain supplies''' - supplies can be obtained during uptime play usually from allied NPCs but sometimes stored where they can be taken in clearly marked caches.
 
* '''Supplies are not guaranteed''' - be careful about planning around reliable access to Supplies, obtaining them is not necessarily going to be possible on every mission, what you have is precious.
 
* '''There are no theft rules in DuD so supplies should not be stolen from other players''' - theft rules are just nigh-on-impossible to get right, so we are avoiding dealing with them. There are some madnesses that encourage kleptomania however, in these circumstances the supplies go to the game team not the player.
 
* '''You should carry physreps for your supplies''' - The form of these physreps is up to you; however, since Supplies can represent a number of different things you should attempt to differentiate between the four types. There is no minimum size restriction on Supplies physreps.

Latest revision as of 12:10, 20 July 2023

There are three resources in DuD: Fate, Willpower, and Mission Supplies. All characters have Fate, but only characters who select certain Traits have access to Willpower and Mission Supplies. In any case where a reference is made to a resource pool being halved, round up.


Fate

Most mortal beings, once they bleed out, die.

This is not the case for Player Characters who suffer the curse of Fate - the inevitable shifting will of the universe that keeps them suffering after experiencing things that would cause the Servants of the Emperor around them that are mercifully not cursed by this cruel destiny to enjoy the embrace of death and go unto Him.

If the other Resources represent boons to a character, then Fate is their curse.

  • All characters enter play with a Fate Pool of 3
  • The primary use of Fate is to evade death when Near Death
  • There may be other ways to use Fate, these can be discovered ingame, or you can talk to a ref if you wish to gain something by bargaining away your Fate

Fate can never be recovered, not without the aid of dark and terrible things whose price for it might be beyond what is possible for a character to offer or achieve - once it is spent then it is spent for the duration of the characters existence.

  • To this end, all Fate spends should be recorded with the Game Team.


Willpower

Willpower represents extraordinary reserves of concentration, faith or training that can let an Agent carry on in the face of unnatural horror or mental assault.

  • All characters enter play with a Willpower Pool of 0. Various Traits increase your Willpower score.
  • Willpower can be spent to resist experiences which affect your character’s mind and sometimes soul.

More details of how Willpower interacts with different calls may be found in the sections on Psychic Powers, Calls, Madness, and Corruption.

Willpower is recovered by performing Observances. This is the act of spending ten minutes resting, praying, or otherwise looking to their spiritual health while on Hallowed Ground. A ref will indicate whether Hallowed Ground exists at an event.


Mission Supplies

Mission Supplies are the resources representing the limited equipment characters carry on their person to operate various pieces of technology or weapons they possess. The most common and obvious one of these is Ammunition, which is needed to use ranged weapons, but there are several other types.

  • The Four types of Mission Supply are;
    • Ammunition (Used for Guns)
    • Explosives (Used for Grenades/Saboteur)
    • Chems (Used for Poisons, Medicae, Needlers)
    • Esoterica (Used for Rituals and other things)
  • All characters who have chosen to carry a ranged weapon begin an event with 3 Ammunition for it - as this is specifically assigned for their weapon, this initial ammunition cannot be traded or given to others.
  • Unless your traits say otherwise, a character begins an event with 0 Explosives, Chems or Esoterica.
  • If a character selects more than one trait that grants same resource they only gain the benefit of one.
  • Use of Supplies must be recorded - There will be a method at an event that will allow you to declare used supplies at the base camp, this can vary from event to event, from a "token bin" to a clipboard if tokens are not available. This allows the Game Team to track supply flow, and levels.
  • Supplies can be traded - You are free to trade your supplies between each-other or to NPCs - they represent valuable resources that can be equally used as currency with most individuals.
  • All characters can obtain, use and gain supplies - supplies can be obtained during uptime play usually from allied NPCs but sometimes stored where they can be taken in clearly marked caches.
  • Supplies are not guaranteed - be careful about planning around reliable access to Supplies, obtaining them is not necessarily going to be possible on every mission, what you have is precious.
  • There are no theft rules in DuD so supplies should not be stolen from other players - theft rules are just nigh-on-impossible to get right, so we are avoiding dealing with them. There are some madnesses that encourage kleptomania however, in these circumstances the supplies go to the game team not the player.
  • You should carry physreps for your supplies - The form of these physreps is up to you; however, since Supplies can represent a number of different things you should attempt to differentiate between the four types. There is no minimum size restriction on Supplies physreps.