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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 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;


* '''All characters enter play with a Supplies Pool of 0''' - Some Traits increase this starting pool to 5.  
* '''Most characters start an event with 0 supplies''' - the only way to be assigned supplies before an event is to possess certain traits.


* '''A supplies pool cannot be increased above 5 by traits before an event''' - but characters can acquire supplies during events or as a result of [[Expertise_Traits#Trade_Connections|Trade Connections]].
* '''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.


* '''There are no theft rules in DuD so supplies CANNOT be stolen''' - 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 as they can be used to fuel various traits.


* '''Supplies can be traded''' - You are free to trade your supplies between each-other or to NPCs
* '''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.


* '''Supplies can be acquired but this is not guaranteed.''' Not every world has supplies on it that are useful, be cautious about how you expend resources.
* '''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.
 
* '''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.

Revision as of 05:03, 16 October 2022

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
  • 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 a character performing Observances. This is the act of spending ten minutes resting, praying, or otherwise looking to their spiritual health while on Hallowed Ground;

Hallowed Ground is a specific in-game area that will be identified by the Game Team.

A character cannot perform Observances if combat is ongoing nearby or they are Bleeding or have untreated Complications.


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;

  • Most characters start an event with 0 supplies - the only way to be assigned supplies before an event is to possess certain traits.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.