Resources and Equipment

From Lunos

Resources: In order to avoid precise bookkeeping and math, money and other economic resources are represented on a point system. Each point of resources represents an approximate amount of money. Three points of one level may be converted into one point of the next level, and vice-versa. Costs are listed as one or two dots of a particular level. So if your character has $80, you have two points of Resources 2, each of which can be spent to by something with a cost of Resources 2 or can be converted into three points of Resources 1. If you gained another point of Resources 2, you could change all three of them in for a single point of Resources 3. Rough approximations are presented here:

Value: XP cost at start:

1. 0-10$ 1

2. 25-50$ 2

3. 100-200$ 3

4. 500-1000$ 5

5. 2500-5000$ 8

6. 10,000-20,000$ 13

7. 50,000-100,000$ 21

8. 250,000-500,000$ 34

9. 1,000,000-2,000,000$ 55

10. 5,000,000-10,000,000$ 89

11. 25,000,000-50,000,000$ 144

12. 100,000,000-200,000,000$ 233

13. 500,000,000-1,000,000,000$ 377

14. 2,500,000,000-5,000,000,000$ 600

15. 10,000,000,000-20,000,000,000$ 977

16. 50,000,000,000-100,000,000,000$ 1577

At character creation, your starting resources (and thus, equipment) are determined by the amount of experience you spend as shown. Notice that is much more efficient to buy a single higher point than multiple lower ones.

Equipment:

Equipment provides a bonus of 1, 2, or 3 to a particular skill or type of roll. Even if multiple types of equipment add to a roll, the total bonus cannot exceed 3 (although multiple weaker bonuses still stack). Use the following table to determine the rough specifications of equipment. The cost listed is for a +1 bonus, each additional +1 increases the resources level by two. Actions marked with a * suffer a -2 penalty if attempted without tools (or boosts), and a +0 version of the tool is available for one resource level lower.

Action modified Cost Examples

Animal training 2 leash, treats

Social interaction 2 fancy clothes, perfume, gifts

Performance 5 theater

Hiding 3 camouflage

Climbing* 2 ropes, picks

Sight 3 glasses, magnifying glass, telescope

Hearing 3 amplification horn

Craft* 3 tools, workshop

Keyboard* 4 musical instruments

Strings* 3 musical instruments

Rhythm* 3 musical instruments

Winds* 3 musical instruments

Science 4 lab, testing kit, surgical instruments

Weapons, Armor, Vehicles, and well-trained animals also provide equipment bonuses.

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