Resources and Income: Difference between revisions

Citadel LRP

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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.
Around the Citadel, “tokens” can be found. These come in 2 main varieties, although with a variety of pictures. People have been able to determine worth via pictures. There were machines around the Citadel- people from that know these specific machines like tokens. Some AIs have also expressed interest in tokens.
 
   
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==== Tokens ====
It is assumed all PCs and their allies have plenty of time to do things like hunt/gather and eat. By default, each player is assigned 1 per Interactive, which is pseudorandom (we will aim to have relatively equal “numbers” of each resource sent in, total)
 
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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.
Food (O) This empowers Followers. (It is normally vegetable matter.)
 
Scrap, (I) Can be used for building stuff (like Advanced Armour) and Fixing Stuff
 
Tokens, (I) Machines and AIs like these. They are sometimes seen as having a good
 
minimal value, although an idea of “currency” is outside the scope of the setting.
 
Sometimes these are treated with religious reverence, as AIs like them.
 
Reagents (O) These are medicines, and empower medical stuff. Pure water, and herbs.
 
   
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==== Food ====
Resources, including these Basic resources are either Organic or Inorganic; Organic resources can be used to empower Psionic communions and Inorganic resources can be used to empower Techgnostic rituals.
 
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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.
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==== Scrap ====
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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.
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==== Reagents ====
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These are very versatile, useful items that can empower medical procedures, rituals and communions as well as mutations.
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=== Advanced resources ===
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These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.
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=== 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 resource per Interactive, which is pseudorandom (we will aim to have relatively equal “numbers” of each resource sent in, total)

Revision as of 14:35, 4 October 2018

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.

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, rituals and communions as well as 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 resource per Interactive, which is pseudorandom (we will aim to have relatively equal “numbers” of each resource sent in, total)