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Resources and Stuff

This section covers Resources (financial assets used to buy things or throw around to make people do what you want) and Stuff (mundane gear, weapons, vehicles, etc.).

Resources

Loosely tied to social interactions, but of great importance nonetheless, is money. Financial assets make the world of business go round, and it’s also a primary motivator for so many criminal activities.

You have a Resources Rank and Rank Number which gauges your relative wealth: not simply in liquid assets, but overall. This trait can fluctuate: buying expensive things or gaining a sudden windfall are often temporary, but impact your wealth long enough that it could be measured in weeks, months, or even years.

Buying Stuff

To afford something available, you simply roll your Resources against a Difficulty based on the thing’s perceived current value. If it’s 3 or more Ranks below your Resources, the Judge can just handwave it and say you get it. If it’s 3 or more Ranks above your Resources, the Judge can say it’s simply not in your ability to purchase (cue a heist scenario!).

Assuming you succeed at the roll, you buy the thing.

It’s that simple. If it was equal to or 1 Rank higher than your Resources, the Judge can temporarily lower your Resources by one or two for a timeframe they choose.

A few tables of stuff to purchase — mainly weapons, armor, and heroic gear — can be found at the end of this chapter.

Pooling Resources

If multiple characters want to pool their Resources to afford something, they must first be within one Rank of each other, and then the character with the highest Rank receives a +1R bonus for each character pooling in (maximum +3R). However, if the character would receive a temporary reduction of their Resources, then all characters who pool in receive the penalty.

Resource Difficulty Table Situation Difficulty Bus/subway fare WK Modest hotel MD Rent, 1BR in NYC AV Mortgage, small house AV Housekeeper salary AV Bodyguard salary GD Lawyer or doctor fees GD Broadway tickets GD Car, sedan EX Mortgage, large house EX Penthouse suite RM On-staff lawyer RM Luxury car RM Private jet IN Salary, hundreds of workers IN Mansion IN Salary, thousands of workers AM Military jet SP Major corporation SP Mega-corporation UN Flying aircraft carrier X150

Resources & Popularity

See Acts of Charity in the SOCIAL INTERACTION chapter for how you can leverage your Resources to affect your Popularity modifier.

Stuff

The following tables include a bunch of stuff you can purchase that you’d normally see in a role-playing game scenario, including weapons, vehicles, and so on. These tables aren’t meant to be a laundry list of items, and tend to greatly generalize most objects. Specifics should be referenced using real-world information, wikis, and so on.

Armor

  • Protection: This provides the Rank and rules text describing the benefits of the armor. Note that “physical attacks” means that the character is hit by a physical manifestation, usually in the form of a bullet, projectile, or other impact. Most attacks using Energy or Force circumvent this.
  • Price: This is the cost in Resources of the item, assuming you buy it rapidly and without any haggling.
Item Description Material Strength

Protection Price Makeshift Armor Hardened or studded leather MD 4 WK 2 – Subtract 2 damage from physical attacks that strike you.

WK 2

Tactical Armor Police vest, chainmail AV 6 MD 4 – Subtract 4 damage from physical attacks that strike you.

GD 10

Combat Armor Heavy riot gear, state-of-the-art armor GD 10 AV 6 – Subtract 6 damage from physical attacks that strike you.

EX 20

Mechanized Infantry Armor High-tech combat armor EX 20 GD 10 –

Subtract 10 damage from physical attacks that strike you.

IN 40

Weapons

Action: What sort of attack action do you use when wielding this weapon?

Max. Range: How far away can you affect a target? This is the maximum range (see COMBAT for range penalties).

Damage: The damage of a successful attack.

Price: This is the cost in Resources of the item, assuming you buy it rapidly and without any haggling.

Firearms – Typical Grenades & Rockets Rocket launchers and similar weapon systems — bazookas, LAWs (Light Artillery Weapon), grenade launcher, missile launchers, etc. — use variable ammunition loadouts in order to customize the effects for the mission at hand.

Typical ammunition is found below. The cost of the ammo is subsumed into the cost of the weapon.

  • Armor Piercing: Shooting Attack, AM 50 shooting damage.
  • Concussion: Force Attack, IN 40 force damage.
  • EMP (Electromagnetic Pulse): Agility attack, IN 40 Difficulty Stun effect to an entire area, affecting only machines, electronics, etc.
  • Flash: Agility attack, AM 50 Difficulty blinding effect to an entire area (worse of Agility or Endurance to resist, White = blind 1d10 rounds, Green = blind 1 round, Yellow+ = resist).
  • High Explosive: Energy Attack, AM 50 energy damage to an entire area.
  • Incendiary: Energy Attack, RM 30 energy damage, RM 30 Difficulty Agility roll or a person or object catches fire and burns for 1d10 rounds.
  • Smoke: Agility attack, EX 20 Difficulty smoke covers an entire area.
  • Tear Gas/Crowd Control: Agility attack, AV 6 Difficulty Stun effect to an entire area.
Item Description Material Strength Action Max. Range Damage Price

Pistol Revolvers, handguns EX 20 Shooting Attack PR (1 area) AV 6 shooting MD 4

Shotgun Sawn-off, hunting, or pump-action GD 10 Shooting Attack TY (2 areas) EX 20 shooting GD 10

Rifle Hunting rifle, sniper rifle GD 10 Shooting Attack EX (6 areas) GD 10 shooting AV 6

Assault Rifle Carbine, submachine gun, combat rifle GD 10 Shooting Attack GD (4 areas) EX 20 shooting GD 10

Flamethrower Military-grade flame projector GD 10, Tank = AV 6

Energy Attack 1 entire adjacent area GD 10 energy GD 10

Machine Gun Heavy personal machine gun GD 10 Shooting Attack EX (6 areas) RM 30 shooting GD 10

Rocket Launcher LAW or personal rocket device GD 10 * IN (11 areas) * EX 20

Grenade Launcher Mortars, targeted grenade launchers EX 20 * TY (2 areas) to EX (6 areas) * GD 10

Item Description Material Strength Action Max. Range Damage Price Laser Blaster Energy-based pistol MD 4 Energy Attack GD 10 GD 10 RM 30

Laser Rifle Energy-based blaster AV 6 Energy Attack EX 20 EX 20 RM 30

Stun Rifle Force-based blaster MD 4 Force Attack EX 20 GD 10 EX 20

Firearms – Typical Firearms – High-tech, Experimental, and Specialty

Item Description Material Strength Action Max. Range Damage Price Bow Hunting bow MD 4 Shooting Attack AV (2 areas) AV 6 MD 4

Knife, throwing Throwing knives, shuriken EX 20 Throwing Edged AV (2 areas) AV 6 WK 2

Spear, thrown Javelin, harpoon, spear GD 10 Throwing Edged AV (2 areas) GD 10 WK 2 Item Material Strength Price Notes

Taser or stun gun MD 4 WK 2 In melee (or up to 1 area for taser guns), use an Agility attack to deliver a GD 10 Difficulty Stun effect.

Whip, leather AV 6 MD 4 In melee range, you may Grapple or Grab using Fighting instead of Strength. Otherwise make an attack that deals STR blunt damage.

Whip, chain GD 10 GD 10 As for leather whip, or you can make a melee attack that deals STR+1R blunt damage.

Fire Extinguisher AV 6 AV 6 RM 30 fire extinguishing foam (rolled against a fire’s Difficulty).

Reinforced handcuffs EX 20 AV 6 To get out, you must break Material Strength or pick a GD 10 Difficulty lock.

Projectile and Thrown Weapons Special Gear Item Description Material Strength Action Range Damage Price

Club Baseball bat, 2×4 AV 6 or GD 10 Blunt Attack melee STR +1R WK 2

Spear Spear, polearm GD 10 Edged Attack melee STR +1R WK 2

Sword Saber, broadsword, katana GD 10 or EX 20 Edged Attack melee STR +2R GD 10

Hand-to-Hand and Melee Weapons

Vehicles

Body: Effectively the Material Strength of the vehicle, though individual parts may vary greatly (engine blocks are pretty hard, tires not so much). This also acts as the crew/passenger Body Armor value against attacks that attempt to strike through the vehicle.

Control: Substitute this rating for Agility when making risky maneuvers.

Speed: The maximum safe speed that the vehicle moves in its primary (or listed) movement mode(s). Going faster usually requires Control rolls, and generally cannot go more than a single Rank higher.

Price: This is the cost in Resources of the item, assuming you buy it rapidly and without any haggling.

Vehicle Body Control Speed Price Tank IN 40 EX 20 AV (3 areas, 45 mph)
Common Road Vehicles
Vehicle Body Control Speed Price
Sedan AV 6 AV 6 GD (4 areas, 60 mph) RM 30
Luxury Car EX 20 MD 4 EX (5 areas, 75 mph) IN 40
Police Car GD 10 GD 10 EX (5 areas, 75 mph) IN 40
Armored Car RM 30 AV 6 AV (3 areas, 45 mph) IN 40
Motorcycle MD 4 AV 6 EX (5 areas, 75 mph) EX 20
Van or pickup truck GD 10 MD 4 GD (4 areas, 60 mph) RM 30
Bus AV 6 MD 4 GD (4 areas, 60 mph) RM 30
Fire Truck GD 10 AV 6 EX (5 areas, 75 mph) IN 40
Ambulance GD 10 GD 10 EX (5 areas, 75 mph) RM 30
Heavy Truck EX 20 MD 4 AV (3 areas, 45 mph) IN 40
Ground Vehicles
IN 40
Jeep GD 10 EX 20 GD (4 areas, 60 mph) RM 30
Heavy Truck EX 20 MD 4 AV (3 areas, 45 mph) IN 40
Bulldozer or construction vehicle EX 20 AV 6 MD (2 areas, 30 mph) IN 40
Train RM 30 WK 2 EX (5 areas, 75 mph) IN 40
Bullet Train RM 30 MD 4 IN (7 areas, 105 mph) AM 50
Air-based Vehicles Vehicle Body Control Speed Price Private Plane WK 2 AV 6 AM (25 areas, 375 mph) IN 40 Corporate Jet MD 4 AV 6 AM (25 areas, 375 mph) AM 50 Fighter Jet AV 6 EX 20 X150 (50 areas, 750 mph) SP 75 High-tech Military Jet EX 20 RM 30 X200 (100 areas, 1500 mph) SP 75 Helicopter, police or traffic WK 2 GD 10 EX (10 areas, 150 mph) IN 40 Helicopter, military GD 10 EX 20 EX (10 areas, 150 mph) AM 50 Blimp WK 2 WK (4) MD (4 areas, 60 mph) AM 50 Hang Glider NULL 0 AV 6 MD (4 areas, 60 mph) EX 20
Water-based Vehicles Vehicle
Body Control Speed Price
Rowboat WK 2 GD 10 AV (3 areas, 45 mph) AV 6
Motorboat AV 6 EX 20 EX (5 areas, 75 mph) GD 10
Speedboat AV 6 GD 10 IN (7 areas, 105 mph) RM 30
Ocean Liner RM 30 GD 10 AV (3 areas, 45 mph) SP 75
Yacht AV 6 AV 6 GD (4 areas, 60 mph) IN 40

Tank: Mounts a machine gun as well as a cannon (treat as a rocket launcher with armor piercing or high explosive ammo).

Jeep: A jeep can mount a rear-turreted machine gun.

Fighter Jet: Usually mount twin machine guns and potentially several rocket launchers, as well.

High-tech Military Jet: These craft have VTOL capability, meaning it is a vertical take-off and landing (VTOL) aircraft, and can hover, take off, and land vertically. Some models mount weaponry such as machine guns and rocket launchers, and they can usually carry a small team.

Ocean Liner: Ocean liners are compartmentalized; compartments might be separated by lower or higher Body at the Judge’s discretion.