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Charge RPG

The Free, Open and Generic Role-Playing Game to Power Your Storytelling · By Fari RPGs (René-Pier Deshaies)

Meta-Extra: Resource Pool (Integrated)

A topic by Staerling created Jan 20, 2022 Views: 360 Replies: 2
Viewing posts 1 to 3
(72 edits)

https://fari.games/en/srds/fari-rpgs/charge-rpg/resource-pool-extra

# Resource Pool Extra | Extras

A Charge RPG meta-extra that helps you build your own **Resource** extra.

\- By Logan Bowyer

---

This meta-extra helps you create a **Resource** extra to supplement **Momentum** and refine your playstyle.

## Resource Pool Rule

1. The first step is to determine what kind of resource fits your genre. Are you playing an Old West game that uses **Grit**? Does your game take place in a wizarding college where **Mana** would be more appropriate?

> It's important to limit the number of **Resource Pools** you create so you don't give your players too much to keep track of.

2. Next, determine whether the resource is _Shared_ or _Personal_. Something like **Expedition Funds** might belong to party, while something like your Android's **Battery Power** might be personal. As a general rule, either all players have a personal pool, or none do. Note that not all players have to use the same personal pool.

> You might also determine whether the resource can be _taken_ or _given_, like siphoning off a tank's **Petrol Reserves**.

3. Ask yourself, how will your players get it and how much will they get? Does your Cowboy get one point of **Grit** when he takes damage? Maybe your Android has a solar panel it uses to recharge. Are there multiple ways to get it, like drinking a **Mana** potion or resting for eight hours?

> Do you want getting it to require a roll, like filing a university funding proposal for **Expedition Funds** using a **Sway** roll? If it does, how much do you want your players to get? A good rule of thumb is to let your players roll for resources with their best actions and reward a single serving of resources on a partial success, a double serving on a full success, and a triple serving on a overwhelming success. If players feel like they don't have enough of a resource or they can't get enough of it they'll start hoarding it and never use it.

4. Most importantly, what happens when your players consume it? Maybe your Cowboy can spend 2 points of **Grit** to ignore a consequence for one turn. What if Mana is used to power a special action like **Burn** or **Transmute**? Can your tank's **Petrol Reserves** be put into your flamethrower instead?

> Does your resource replace an established mechanic? Maybe your group doesn't like tracking items and spending **Expedition Funds** lets them have what they need.

5. When can your players get it back? Maybe **Expedition Funds** can only be replaced between expeditions. What if some of the treasure you find can be sold and converted to **Expedition Funds**? What's the conversion rate? Can a mage drink more than one mana potion a day or does it give them _mana sickness_?

> Do you want your players to be able to retain a resource? Maybe rolling a full success on a **Transmute** action doesn't use **Mana**. This is a good idea to help your players stretch their resources further if they can't get them back right away. On the other hand, maybe your players are hoarding a resource. A good solution to that is to let all or part of a **Resource Pool** expire after a certain condition is met.

6. Lastly, It's important to clarify if your **Resource** has any special qualifiers. We've already touched on a few ideas, like how **Expedition Funds** might replace item management. What if each point of **Mana** lets you add a d6 to your **Transmute** action dice pool? Should you cap the rolls at 3d6 (3 points of **Mana**?)

> Feeling generous? Fortune dice rolls can be used to give out **Resources** at opportune times. Maybe a mysterious benefactor chose to donate to your upcoming expedition (1 point for every full success on a 3d6 roll.) Or what if instead your android found a spare battery with 4 charges?

---

Here are a few of the examples we already talked about in greater detail along with a new one:

> #### Grit Example

>

> Each Cowboy has a personal pool of **Grit**. Each time you take damage, gain 1 point of **Grit**. Spend 2 points of **Grit** to ignore the narrative restrictions of a consequence for 1 turn reflecting your tough "shrug it off" demeanor.

> #### Expedition Funds Example

>

> Everyone in the party helps draft a **University Funding Proposal** by rolling **Sway**. For each partial success gain 1 point in a shared resource pool called **Expedition Funds**. For each full success gain 2. For each overwhelming success, gain 3. Spend 1 point whenever an action would require a specific, notable or unique item. **Expedition Funds** can only be recovered between expeditions.

> #### Mutagen Example

>

> Mad Scientists can **Tinker** during their downtime to create a **Mutagen**. **Mutagens** are tied to a biosignature, and can only affect the creature they are made for. Consuming a **Mutagen** changes your biological makeup permanently, allowing you to move two action dots and rendering subsequent doses fatal. Crafting a **Mutagen** requires an incredibly rare catalyst unique to each individual.

> #### Mana Example

>

> Each Mage gains 4 points of **Mana** after 8 hours of uninterrupted rest. Mana can be used to fuel your **Magic** action. For each point of **Mana** you spend that turn, add a d6 to your **Magic** action dice pool. Rolls are capped at 3d6. Mana potions can be consumed on your turn to restore 2 points of Mana. Consuming more than 1 mana potion between rests inflicts the consequence _Mana Sickness_ which causes intense headaches and nausea until you get 8 hours of uninterrupted rest.

---

> ### Recap

>

> - Name your **Resource**. Avoid making too many.

>

> - Determine if it's _shared_ or _personal_. Can it be _taken_ or _given_?

>

> - Ask yourself how your players get it. Does it require a roll? Can they get enough that they won't feel the need to hoard it?

>

> - Figure out what it's used for. Does it replace an existing mechanic?

>

> - When can your players get it back? Can they retain it? Or will it expire?

>

> - Don't be afraid to add any special qualifiers.

Developer

I've opened the pull request on gihtub, lets continue the discussion here https://github.com/fariapp/fari-games/pull/38

Developer

Integrated ⚡ https://fari.games/en/srds/fari-rpgs/charge-rpg/resource-pool-extra