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Resources: Difference between revisions

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| Key Words|| General / Permanent
| Key Words|| General / Permanent
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| Description || The character receives [[Ingredients and Materials|resources]] at the start of each event. Like [[Income]], this skill may be bought up to '''four times'''; the first two levels cost 4 experience points each, and the third and fourth levels cost 6 and 8 points respectively.
| Description || The character receives [[Ingredients and Materials|resources]] at the start of each event, which they are assumed to have brought with them from home or on their travels. Players are invited to roleplay an in character source of these resources if they wish they might own a sawmill or silver mine, for instance, or have access to a sacred grove.




Like [[Income]], this skill may be bought up to '''four times'''; the first two levels cost 4 experience points each, and the third and fourth levels cost 6 and 8 points respectively.
The player may specify one '''very common''', '''common''' or '''uncommon''' alchemy ingredient or crafting material at each level. Players may select the same resource more than once.


The resources generated depend on how many levels of a given resource the player has chosen. The amount may vary from event to event based on plot or other factors.
The player must specify one '''very common''', '''common''' or '''uncommon''' [[Alchemy#Alchemy Ingredients|alchemy ingredient]] or [[Crafting#Crafting Materials|crafting material]] at each level. The resources generated may vary from event to event based on plot or other factors, but the character might typically expect the following, for each resource they pick:


:* '''Very common''' resource (e.g. ink, timber, oil): 9 units per event
The character might typically expect the following:
:* '''Common''' resource (e.g. acacia, tin ore, paper (O)): 3 units per event
:* '''Uncommon''' resource (e.g. garnet, metal (H), essence of fireweed): 1 unit per event


The character’s resources are fixed when chosen and cannot then be changed. Methods may exist in play to change a character’s resources through roleplay, likely at a cost in coin or lost resources.
'''Very Common'''
:*1 level - 9 per event
:*2 levels - 18 per event


'''Picking A Resource Multiple Times'''<br/>Players may select the same resource more than once, up to the maximum of four total levels of resources. The resources generated are doubled each time the same resource is picked (e.g. picking an uncommon resource twice typically yields 2 units per event, picking it three times yields 4 units, and picking it four times yields 8 units). Note that it is not permitted to choose a very common resource more than twice, or a common resource more than three times.
'''Common'''
:*1 level - 3 per event
:*2 levels - 6 per event
:*3 levels - 12 per event


'''Uncommon'''
:'''Example'''
:Matthew Fuller has four levels of Resources, representing his prosperous weaving business in Deira. This costs him 22 experience points (4 points each for the first two levels, 6 points for the third level and 8 points for the fourth level).
:*1 level - 1 per event
:He chooses the common resource Cloth (O) three times, typically granting him 12 units per event (i.e. a base of 3 per event, doubled to 6 for two picks and doubled again to 12 for three picks), and the uncommon resource Cloth (H) once, typically granting him 1 unit per event.
:*2 levels - 2 per event
:*3 levels - 4 per event
:*4 levels - 8 per event

Players are invited to roleplay an in character reason for their income if they wish – they might own a sawmill or silver mine, for instance, or have access to a sacred grove.
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| Progression || None
| Progression || None

Latest revision as of 20:26, 14 November 2024

Name Resources
Cost Special
Prerequisites None
Key Words General / Permanent
Description The character receives resources at the start of each event, which they are assumed to have brought with them from home or on their travels. Players are invited to roleplay an in character source of these resources if they wish – they might own a sawmill or silver mine, for instance, or have access to a sacred grove.


Like Income, this skill may be bought up to four times; the first two levels cost 4 experience points each, and the third and fourth levels cost 6 and 8 points respectively.

The player must specify one very common, common or uncommon alchemy ingredient or crafting material at each level. The resources generated may vary from event to event based on plot or other factors, but the character might typically expect the following, for each resource they pick:

  • Very common resource (e.g. ink, timber, oil): 9 units per event
  • Common resource (e.g. acacia, tin ore, paper (O)): 3 units per event
  • Uncommon resource (e.g. garnet, metal (H), essence of fireweed): 1 unit per event

The character’s resources are fixed when chosen and cannot then be changed. Methods may exist in play to change a character’s resources through roleplay, likely at a cost in coin or lost resources.

Picking A Resource Multiple Times
Players may select the same resource more than once, up to the maximum of four total levels of resources. The resources generated are doubled each time the same resource is picked (e.g. picking an uncommon resource twice typically yields 2 units per event, picking it three times yields 4 units, and picking it four times yields 8 units). Note that it is not permitted to choose a very common resource more than twice, or a common resource more than three times.

Example
Matthew Fuller has four levels of Resources, representing his prosperous weaving business in Deira. This costs him 22 experience points (4 points each for the first two levels, 6 points for the third level and 8 points for the fourth level).
He chooses the common resource Cloth (O) three times, typically granting him 12 units per event (i.e. a base of 3 per event, doubled to 6 for two picks and doubled again to 12 for three picks), and the uncommon resource Cloth (H) once, typically granting him 1 unit per event.
Progression None


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