Post by sleepingdragon on Oct 27, 2023 22:20:18 GMT
Resources
The Resources skill from the default Fate rules still exists, however instead of being a skill possessed by individual characters, it's a skill rating held by the entire party.
Like other skills, this will sometimes increase at relevant milestones, however it's not affected by the skill pyramid and it isn't something you can spend your own points to improve. Instead, it will increase permanently when the party comes into significant, material wealth. The skill is used on purchases, but eliminates a lot of book-keeping and means you don't have to track every last shekel.
Of course, the party can obtain amounts of money that can benefit them - for example, selling the weapons and armour looted from a defeated group of enemies. Instead of needing to track every penny, this will provide a certain number of boosts to subsequent purchase rolls. When selling items, the GM will tell the group the benefit they'll obtain if they simply go out and sell at the generally available price.
If the party prefers, and it's relevant to the situation, they can attempt to haggle and get a better price. This is typically handled by making a Create Advantage action using a relevant skill (Contacts, Rapport, or possibly Crafts or Deceive depending on the situation.) If you succeed, you can upgrade the boost to a relevant situation aspect such as Recent Windfall, but if you fail, you may be out haggled and lose the boost as well!
You may also be able to create advantages for purchases using other skills. You might spend time scoping the local markets using Investigate to Find the Best Deals, or alternately, you might use Burglary to obtain a Five Fingered Discount by spending an evening picking pockets.
To buy something, whoever is making the purchase can simply roll the party's Resources skill as an overcome action against the difficulty set by the GM. Trivial purchases (e.g. a meal in an inn) won't require a roll unless there are relevant situation aspects that would force it. When making a purchase, you can get the following outcomes:
Fail
If you fail the roll, you either completely fail to get what you wanted, wasting your time, or you get what you wanted, but obtain a situation aspect such as Dead Broke.
Tie
If you tie, then you either succeed, but also obtain a situation aspect such as Light Wallet, or you fail, but gain a boost when you next attempt to purchase the same item.
Succeed
If you succeed, then you obtain the item.
Succeed with Style
If you succeed with style, then you obtain the item and gain a boost on your next purchase roll, or you succeed almost immediately and reduce the time it took to make the purchase. If relevant, you may also gain greater quality or quantity of the items you were looking for.
Negative situation aspects affecting Resources can force you to roll for even trivial purchases, and when making significant purchases they can increase the time it takes to make a purchase, raise the difficulty, or even force compels, requiring you to spend fate points to avoid automatic failure. These aspects can be cleared by avoiding purchases for a while, or by doing something to generate some extra cash.
In this campaign, your party will begin with Resources at +0 with the situation aspect Dead Broke - you did, after all, just survive a shipwreck and lose virtually all your worldly possessions.
The Resources skill from the default Fate rules still exists, however instead of being a skill possessed by individual characters, it's a skill rating held by the entire party.
Like other skills, this will sometimes increase at relevant milestones, however it's not affected by the skill pyramid and it isn't something you can spend your own points to improve. Instead, it will increase permanently when the party comes into significant, material wealth. The skill is used on purchases, but eliminates a lot of book-keeping and means you don't have to track every last shekel.
Of course, the party can obtain amounts of money that can benefit them - for example, selling the weapons and armour looted from a defeated group of enemies. Instead of needing to track every penny, this will provide a certain number of boosts to subsequent purchase rolls. When selling items, the GM will tell the group the benefit they'll obtain if they simply go out and sell at the generally available price.
If the party prefers, and it's relevant to the situation, they can attempt to haggle and get a better price. This is typically handled by making a Create Advantage action using a relevant skill (Contacts, Rapport, or possibly Crafts or Deceive depending on the situation.) If you succeed, you can upgrade the boost to a relevant situation aspect such as Recent Windfall, but if you fail, you may be out haggled and lose the boost as well!
You may also be able to create advantages for purchases using other skills. You might spend time scoping the local markets using Investigate to Find the Best Deals, or alternately, you might use Burglary to obtain a Five Fingered Discount by spending an evening picking pockets.
To buy something, whoever is making the purchase can simply roll the party's Resources skill as an overcome action against the difficulty set by the GM. Trivial purchases (e.g. a meal in an inn) won't require a roll unless there are relevant situation aspects that would force it. When making a purchase, you can get the following outcomes:
Fail
If you fail the roll, you either completely fail to get what you wanted, wasting your time, or you get what you wanted, but obtain a situation aspect such as Dead Broke.
Tie
If you tie, then you either succeed, but also obtain a situation aspect such as Light Wallet, or you fail, but gain a boost when you next attempt to purchase the same item.
Succeed
If you succeed, then you obtain the item.
Succeed with Style
If you succeed with style, then you obtain the item and gain a boost on your next purchase roll, or you succeed almost immediately and reduce the time it took to make the purchase. If relevant, you may also gain greater quality or quantity of the items you were looking for.
Negative situation aspects affecting Resources can force you to roll for even trivial purchases, and when making significant purchases they can increase the time it takes to make a purchase, raise the difficulty, or even force compels, requiring you to spend fate points to avoid automatic failure. These aspects can be cleared by avoiding purchases for a while, or by doing something to generate some extra cash.
In this campaign, your party will begin with Resources at +0 with the situation aspect Dead Broke - you did, after all, just survive a shipwreck and lose virtually all your worldly possessions.