Resources and Income: Difference between revisions
Citadel LRP
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==== Tokens ==== |
==== Tokens ==== |
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Shiny circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens. |
Shiny circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens. |
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+ | Tokens phys-reps are Ducatto coins. |
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==== Food ==== |
==== Food ==== |
Revision as of 14:45, 4 October 2018
Part of a series about Citadel Rules
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.
Tokens
Shiny circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens.
Tokens phys-reps are Ducatto coins.
Food
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something else with their time. Food can also be used to empower communions.
Scrap
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.
Reagents
These are very versatile, useful items that can empower medical procedures and mutations.
Advanced resources
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.
Basic Income
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive