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− | + | [[File:Fate Supply and Demand Hex Map Teaser.png|right|300px]] | |
The supply and demand subsystem for Fate is a set of resource management rules, so that players can secure and control access to the materials they need. | The supply and demand subsystem for Fate is a set of resource management rules, so that players can secure and control access to the materials they need. | ||
== Supply points == | == Supply points == | ||
− | '''Supply points''' are sites or sources that provide an indefinite amount of a specific material, rated on the Fate ladder. For example, a quarry could be a | + | {{Fate/Supply Point |
+ | | Name = Orson's Junkyard | ||
+ | | Rank = Great [+4] | ||
+ | | Resource = Scrap Metal | ||
+ | | Upkeep = | ||
+ | | Description = Old Orson won't miss any of this stuff, now that he's gone. We can put it to good use. | ||
+ | | Owner = Player group | ||
+ | | Aspects = Fortified Position | ||
+ | | css= float: right; | ||
+ | }} | ||
+ | '''Supply points''' are sites or sources that provide an indefinite amount of a specific material, rated on the Fate ladder. For example, a quarry could be a '''Good [+3] Source of Stone'''. The material in question does not need to be physical, either. A power plant could be a '''Great [+4] Source Energy''', and a coffee shop could be a '''Legendary [+8] Source of Gossip'''. The resources provided will depend on the game's specific needs. | ||
+ | |||
+ | For example, in a post-apocalyptic survival game, the players may need supplies of '''Scrap Metal''' for construction purposes. Luckily they have found a glorious bounty in the shape of an abandoned junkyard that is brimming with old junkers and other prime sources of good, honest scrap. This supply point is tied to a specific location, but supply points can be anything: a wandering trader, a trade agreement between nations, a supernatural phenomenon. | ||
+ | |||
+ | Orson's Junkyard is a '''Great [+4]''' source of its specific resource. That means that anything requiring a '''Great [+4]''' amount of Scrap Metal (or less) can meet its needs easily with what is found here. There are no numerical values attached, like weight or volume. It is just assumed, narratively, that there is "enough". It is currently held by the player group, but other supply points may be held by other wasteland factions, or inhabited by dangerous mutants, or just abandoned and waiting to be rediscovered. | ||
+ | |||
+ | Supply points can also have '''aspects'''. Orson's Junkyard is a ''Fortified Position'', thanks to plenty of solid walls and barbed wire, so it will be easier for the players to defend it from any raiding parties. | ||
+ | |||
+ | === Upkeep === | ||
+ | Supply points also have '''one stress box''', for the purposes of monitoring '''upkeep'''. Upkeep represents a constant and continual flow of resources from the supply point, rather than one-off use: a generator keeping the lights on, a farm providing daily food to residents, an air supply for a space station. | ||
+ | |||
+ | If the supply point is being used in this way, ''and'' the supply point is equal or lower rank to whatever it is supplying, then the upkeep stress box should be checked. The supply point '''cannot be used for anything else''' while the box is checked. | ||
+ | {{Fate/Supply Point | ||
+ | | Name = Solar Panel Field | ||
+ | | Rank = Fair [+2] | ||
+ | | Resource = Energy | ||
+ | | Upkeep = x | ||
+ | | Description = Without this array of solar panels, Outpost 9JX wouldn't be able to maintain life support for its inhabitants. | ||
+ | | Owner = Outpost 9JX | ||
+ | | Aspects = Sunlight Dependent | ||
+ | | css = float: right; | ||
+ | }} | ||
+ | {{Example|The players are the inhabitants of Outpost 9JX, an experimental base on a distant world. The base is currently only a '''Fair [+2]''' one, but it does possess manufacturing and refining capabilities. Right now it is powered by a large array of solar panels, drinking up energy from the local sun, which provides just enough Energy to support the whole team on a daily basis. Any research projects or new construction will be next to impossible without first getting more power.}} | ||
+ | |||
+ | If the players in this example wanted more Energy (to expand the outpost or for other purposes) they would either need to find another supply point, ''or'' upgrade the existing supply point. | ||
+ | |||
+ | {{Example|The players explored the planet around their base, and discovered the wreckage of a past expedition's spaceship. Though this raises some questions and concerns about the fate of their mission and what they are doing here, the ship still has one functioning engine that serves as an '''Average [+1]''' source of Energy. By running cables all the way back to their base, they've successfully found a way to start producing the advanced materials they'll need to grow their base.}} | ||
+ | |||
+ | Alternatively, the players could salvage through the damaged ship's cargo and find a way to upgrade their existing solar array. When a supply point rises on the ladder (in this case, from '''Fair [+2]''' to '''Good [+3]''') you uncheck the box. This is because the leap from one rank to the next is considered to be significant enough to make the previous levels of upkeep negligible. | ||
+ | |||
+ | == Spending with supply == | ||
+ | The other way to use supply, besides upkeep, is '''allocation'''. Allocation does not need to be physical construction, players can use resources for anything from a ritual spell to a computer program depending on the genre of game they're in, as well as their resources to hand. | ||
+ | |||
+ | {{Example|The players are a band of dwarven engineers and in order to protect the refugees they are helping, they need to build fortifications. This is considered '''allocation''' rather than '''upkeep''' because once the fortifications are built, they will not need regular supply to keep functioning. The GM has already determined before the session started that fortifications will require Stone and Lumber, and since the refugees are an '''Average [+1]''' sized group, they will need at least that much supply of each resource. | ||
+ | |||
+ | The players have already secured one of the necessary supply points: a nearby quarry is their '''Fair [+2] Source of Stone'''. A quick scouting of the area lets them know there is a woodland that counts as an '''Average [+1] Source of Lumber'''. However, it is ''not'' a safe supply point, there is a monstrous bear residing there that would make logging far too dangerous. The players will need to find a way to deal with the bear before they can use this supply point to complete their construction.}} | ||
+ | |||
+ | In this example, it is fairly likely that the players will have to resort to some sort of combat to secure the supply point (see below), but alternative ways are possible. If the woodland had been occupied by a village of gnomes instead, negotiation might have been a better tactic. | ||
+ | |||
+ | Securing, defending, and upgrading supply points becomes a key motivation for player actions, if they need the resources to achieve their goals. Supply points can change in scale depending on the current scale of the game: a ragtag group of space traders might consider a single asteroid to be a '''Great [+4] Source of Metals''', an interstellar merchant corporation might consider an entire planetary system to be a '''Good [+3] Source of Metals'''. | ||
+ | |||
+ | === Expending supply === | ||
+ | If a supply point is too low a rank for allocation (for instance, only '''Average [+1]''' instead of '''Fair [+2]''') then it can be '''expended'''. For the purposes of the allocation, it is treated as being one rank higher than it is, and then it loses a rank afterwards. | ||
+ | |||
+ | {{Example|The players want to refuel their vehicles, but they only have access to a '''Mediocre [+0]''' Fuel supply point. They choose to expend the point, getting the job done but lowering the supply point down to a '''Poor [-1]''' one. This won't be enough for their vehicles again, as they require an '''Average [+1]''' supply of Fuel. They will need to look elsewhere for more Fuel, or risk having to abandon their vehicles in the future.}} | ||
+ | |||
+ | Any supply point lowered past '''Terrible [-2]''' ceases to exist as a supply point. This could potentially be useful, under some circumstances. | ||
+ | |||
+ | === Combining supply === | ||
+ | Three supply points of the same rank are equal to a single supply point one rank above. If you have three '''Average [+1] Sources of Water''', they can be used together as one '''Fair [+2] Source of Water'''. | ||
+ | |||
+ | [[File:Fate Supply and Demand Addition Example.png|200px]] | ||
+ | |||
+ | Another method of combining supply is '''tiered supply''', where three sources of a lesser supply become one source of a better supply. For example, three '''Good [+3] Sources of Rubble''' could become one '''Good [+3] Source of Stone'''. | ||
+ | |||
+ | === Upgrading supply points === | ||
+ | Upgrading a supply point through '''allocation''' is a viable option, if you have the right resources on hand. In order to upgrade a supply point this way, the resources used must be equal to or above the current rank of the supply point. | ||
+ | |||
+ | {{Example|The players are part of an enclave of survivors in the zombie apocalypse. Their dietary needs are currently being met by a '''Fair [+2]''' source of Food from indoor grow-beds. But after gaining access to a '''Fair [+2]''' source of Building Materials, they use the timbers and tarps to build an extension onto the small farm that will also make use of rainwater.}} | ||
+ | |||
+ | {| | ||
+ | | | ||
+ | {{Fate/Supply Point | ||
+ | | Name = Farm | ||
+ | | Rank = Good [+3] | ||
+ | | Resource = Food | ||
+ | | Upkeep = | ||
+ | | Description = Salad isn't so bad, if you can find some canned goods to go with it. | ||
+ | | Owner = Survivors | ||
+ | | Aspects = | ||
+ | }} | ||
+ | | | ||
+ | {{Fate/Supply Point | ||
+ | | Name = Construction Yard | ||
+ | | Rank = Fair [+2] | ||
+ | | Resource = Building Materials | ||
+ | | Upkeep = | ||
+ | | Description = This was going to be another mall or something, a lifetime ago. | ||
+ | | Owner = Survivors | ||
+ | | Aspects = | ||
+ | }} | ||
+ | |} | ||
+ | |||
+ | Alternatively, a supply point can be upgraded through '''upkeep'''. If the supply point being used for upkeep is a higher rank than the supply point being upgraded, it does not need to have its stress box checked. | ||
+ | |||
+ | {{Example|In the zombie apocalypse it is vital the players keep themselves in good shape, so their '''Average [+1] Source of Medicine''' could be improved. After locating a diesel generator out in an abandoned trailer park, they tow it back to their encampment and set it up as an '''Average [+1] Source of Electricity'''. They can now provide refrigeration for antibiotics and other delicate medical supplies.}} | ||
+ | |||
+ | {| | ||
+ | | style="vertical-align: top" | | ||
+ | {{Fate/Supply Point | ||
+ | | Name = Infirmary | ||
+ | | Rank = Fair [+2] | ||
+ | | Resource = Medicine | ||
+ | | Upkeep = | ||
+ | | Description = Doc Hargreaves is on standby to tend to the injured. Last thing we need is anyone turning inside the walls. | ||
+ | | Owner = Survivors | ||
+ | | Aspects = | ||
+ | }} | ||
+ | | style="vertical-align: top" | | ||
+ | {{Fate/Supply Point | ||
+ | | Name = Diesel Generator | ||
+ | | Rank = Average [+1] | ||
+ | | Resource = Electricity | ||
+ | | Upkeep = x | ||
+ | | Description = A little noisier than we'd like. | ||
+ | | Owner = Survivors | ||
+ | | Aspects = Makes Noise | ||
+ | }} | ||
+ | |} | ||
+ | |||
+ | == Claiming supply points == | ||
+ | There are a number of ways for players and NPCs to claim supply points. Games can use one, some, or all of the following methods. | ||
+ | |||
+ | === King of the Hill === | ||
+ | One of the simplest ways to claim a pre-existing supply point is through the simple act of possession. If the supply point is a geographical location or item, then using combat strength to remove any other potential owners ensures that it belongs to you. This is a good fit for games with hexcrawl/pointcrawl mechanics, where the players (and rival NPC factions) will be exploring a region area by area. | ||
+ | |||
+ | {{Example|The players are a band of goblin dungeoneers, exploring a vast subterranean complex and making it suitable for their people to inhabit. On the third floor they find an ancient aqueduct that acts as a '''Good [+3] Source of Water''', just what their fledgling village will need. However the aqueduct is infested with '''azure jellies''', and though brainless they are tenaciously territorial. The players will have to do a spot of pest clean-up to free up the aqueduct for their people, and begin to strategize on how best to tackle such difficult enemies.}} | ||
+ | |||
+ | === Rolling for it === | ||
+ | A supply point may need work to tame or get under control, with the players needing to overcome or even attack the point directly using an appropriate skill or approach. The opposition to beat will always be the rank of the supply point itself. | ||
+ | |||
+ | {{Example|The goblin dungeoneers have located a vein of raw arcane energy, welling up from the deeps. It could be a '''Fair [+2] Source of Magic''' for them, perhaps more if properly nurtured, but they need to tap into it first. One of the dungeoneers has '''Good [+3] Arcana''' as a skill, and with a roll of {{Fudge:Plus}} {{Fudge:Plus}} {{Fudge:Blank}} {{Fudge:Minus}} gets a '''Great [+4]''' result, easily bringing the wild magic under goblin control. From here on out the goblins will have the necessary resources to craft spells and weave enchantments, which will help them face the more dangerous lower levels.}} | ||
+ | |||
+ | === Project === | ||
+ | By combining this subsystem with the [[Fate:Research and Development|Research and Development]] subsystem, a GM can have their players use '''projects''' to develop or upgrade existing supply points. | ||
+ | |||
+ | {{Example|Once again the goblin dungeoneers are in need. Their current tools and weapons are made of excavated stone and root-lumber, not nearly tough enough for their growing needs. But they can use their supplies of Stone and Timber to build a foundry to be a '''Good [+3] Source of Iron''' for the village. The project will be arduous to complete, not to mention flammable, but the payoff will be worth it in the end.}} | ||
+ | |||
+ | {{Fate/Project | ||
+ | | Name = Building a Foundry | ||
+ | | Difficulty = | ||
+ | | Description = Making a Good [+3] Source of Iron using Timber and Stone. | ||
+ | | Progress Track = {{Fate/Stress Box}}{{Fate/Stress Box}}{{Fate/Stress Box}} | ||
+ | | Aspects = Heavy Lifting | ||
+ | Simple Work | ||
+ | | Approaches = yes | ||
+ | | Risk 1 = Confusing | ||
+ | | Risk 1 Rank = Mediocre [+0] | ||
+ | | Risk 2 = Demanding | ||
+ | | Risk 2 Rank = Good [+3] | ||
+ | | Risk 3 = Hazardous | ||
+ | | Risk 3 Rank = Fair [+2] | ||
+ | | Stunts = '''Working with Fire:''' Once per session, the project can clear one progress box and inflict one shift of damage on everyone engaging with it. | ||
+ | | Requires = {{Fate/Stress Box||x|20}} '''Good [+3]''' Stone | ||
+ | {{Fate/Stress Box||x|20}} '''Fair [+2]''' Timber | ||
+ | }} | ||
− | + | == Resource lists == | |
+ | Any game that uses this subsystem should prepare a list of resources before the game starts, aiming for around 5-10 total resource types. Care should be taken to ensure that the resources listed are going to be important to the players, and that they fit the genre. Use the following lists as inspiration: | ||
− | == | + | {| style="width: 70%" |
− | + | | style="width: 25%; padding: 6px; vertical-align: top" | | |
− | :: | + | {| style="background-image: linear-gradient(#ffffff, #f6f6f6); border: 1px solid #a7d7f9; padding: 8px 14px 8px 14px; width:100%; box-shadow: 3px 3px #AFBBC3; font-size: 105%; font-style: italic; color: #334" |
− | + | ! Post-apocalyptic wasteland scavengers | |
+ | |- | ||
+ | | | ||
+ | * Ammunition | ||
+ | * Concrete | ||
+ | * Food | ||
+ | * Gasoline | ||
+ | * Medicine | ||
+ | * Scrap Metal | ||
+ | |} | ||
+ | | style="width: 25%; padding: 6px; vertical-align: top" | | ||
+ | {| style="background-image: linear-gradient(#ffffff, #f6f6f6); border: 1px solid #a7d7f9; padding: 8px 14px 8px 14px; width:100%; box-shadow: 3px 3px #AFBBC3; font-size: 105%; font-style: italic; color: #334" | ||
+ | ! Corporate space traders | ||
+ | |- | ||
+ | | | ||
+ | * Data | ||
+ | * Energy | ||
+ | * Luxury Goods | ||
+ | * Metals | ||
+ | * Plastics | ||
+ | |} | ||
+ | | style="width: 25%; padding: 6px; vertical-align: top" | | ||
+ | {| style="background-image: linear-gradient(#ffffff, #f6f6f6); border: 1px solid #a7d7f9; padding: 8px 14px 8px 14px; width:100%; box-shadow: 3px 3px #AFBBC3; font-size: 105%; font-style: italic; color: #334" | ||
+ | ! High seas adventure | ||
+ | |- | ||
+ | | | ||
+ | * Canvas | ||
+ | * Freshwater | ||
+ | * Gunpowder | ||
+ | * Iron | ||
+ | * Timber | ||
+ | |} | ||
+ | | style="width: 25%; padding: 6px; vertical-align: top" | | ||
+ | {| style="background-image: linear-gradient(#ffffff, #f6f6f6); border: 1px solid #a7d7f9; padding: 8px 14px 8px 14px; width:100%; box-shadow: 3px 3px #AFBBC3; font-size: 105%; font-style: italic; color: #334" | ||
+ | ! Grungy alchemists and wizards | ||
+ | |- | ||
+ | | | ||
+ | * Curious Powders | ||
+ | * Forbidden Tomes | ||
+ | * Foul Ichor | ||
+ | * Glowing Crystals | ||
+ | * Runic Carvings | ||
+ | * Suspicious Herbs | ||
+ | |} | ||
+ | |} | ||
− | + | {{Fate Subsystems Portal}} | |
− | |||
[[Category:Fate Subsystems|Supply and Demand]] | [[Category:Fate Subsystems|Supply and Demand]] |
Latest revision as of 13:43, 5 March 2021
The supply and demand subsystem for Fate is a set of resource management rules, so that players can secure and control access to the materials they need.
Contents
Supply points
Orson's Junkyard | |
Great [+4] Source of Scrap Metal | |
Old Orson won't miss any of this stuff, now that he's gone. We can put it to good use. | |
Held by | |
Player group | |
Aspects | |
Fortified Position |
Supply points are sites or sources that provide an indefinite amount of a specific material, rated on the Fate ladder. For example, a quarry could be a Good [+3] Source of Stone. The material in question does not need to be physical, either. A power plant could be a Great [+4] Source Energy, and a coffee shop could be a Legendary [+8] Source of Gossip. The resources provided will depend on the game's specific needs.
For example, in a post-apocalyptic survival game, the players may need supplies of Scrap Metal for construction purposes. Luckily they have found a glorious bounty in the shape of an abandoned junkyard that is brimming with old junkers and other prime sources of good, honest scrap. This supply point is tied to a specific location, but supply points can be anything: a wandering trader, a trade agreement between nations, a supernatural phenomenon.
Orson's Junkyard is a Great [+4] source of its specific resource. That means that anything requiring a Great [+4] amount of Scrap Metal (or less) can meet its needs easily with what is found here. There are no numerical values attached, like weight or volume. It is just assumed, narratively, that there is "enough". It is currently held by the player group, but other supply points may be held by other wasteland factions, or inhabited by dangerous mutants, or just abandoned and waiting to be rediscovered.
Supply points can also have aspects. Orson's Junkyard is a Fortified Position, thanks to plenty of solid walls and barbed wire, so it will be easier for the players to defend it from any raiding parties.
Upkeep
Supply points also have one stress box, for the purposes of monitoring upkeep. Upkeep represents a constant and continual flow of resources from the supply point, rather than one-off use: a generator keeping the lights on, a farm providing daily food to residents, an air supply for a space station.
If the supply point is being used in this way, and the supply point is equal or lower rank to whatever it is supplying, then the upkeep stress box should be checked. The supply point cannot be used for anything else while the box is checked.
The players are the inhabitants of Outpost 9JX, an experimental base on a distant world. The base is currently only a Fair [+2] one, but it does possess manufacturing and refining capabilities. Right now it is powered by a large array of solar panels, drinking up energy from the local sun, which provides just enough Energy to support the whole team on a daily basis. Any research projects or new construction will be next to impossible without first getting more power. |
If the players in this example wanted more Energy (to expand the outpost or for other purposes) they would either need to find another supply point, or upgrade the existing supply point.
The players explored the planet around their base, and discovered the wreckage of a past expedition's spaceship. Though this raises some questions and concerns about the fate of their mission and what they are doing here, the ship still has one functioning engine that serves as an Average [+1] source of Energy. By running cables all the way back to their base, they've successfully found a way to start producing the advanced materials they'll need to grow their base. |
Alternatively, the players could salvage through the damaged ship's cargo and find a way to upgrade their existing solar array. When a supply point rises on the ladder (in this case, from Fair [+2] to Good [+3]) you uncheck the box. This is because the leap from one rank to the next is considered to be significant enough to make the previous levels of upkeep negligible.
Spending with supply
The other way to use supply, besides upkeep, is allocation. Allocation does not need to be physical construction, players can use resources for anything from a ritual spell to a computer program depending on the genre of game they're in, as well as their resources to hand.
The players are a band of dwarven engineers and in order to protect the refugees they are helping, they need to build fortifications. This is considered allocation rather than upkeep because once the fortifications are built, they will not need regular supply to keep functioning. The GM has already determined before the session started that fortifications will require Stone and Lumber, and since the refugees are an Average [+1] sized group, they will need at least that much supply of each resource.
The players have already secured one of the necessary supply points: a nearby quarry is their Fair [+2] Source of Stone. A quick scouting of the area lets them know there is a woodland that counts as an Average [+1] Source of Lumber. However, it is not a safe supply point, there is a monstrous bear residing there that would make logging far too dangerous. The players will need to find a way to deal with the bear before they can use this supply point to complete their construction. |
In this example, it is fairly likely that the players will have to resort to some sort of combat to secure the supply point (see below), but alternative ways are possible. If the woodland had been occupied by a village of gnomes instead, negotiation might have been a better tactic.
Securing, defending, and upgrading supply points becomes a key motivation for player actions, if they need the resources to achieve their goals. Supply points can change in scale depending on the current scale of the game: a ragtag group of space traders might consider a single asteroid to be a Great [+4] Source of Metals, an interstellar merchant corporation might consider an entire planetary system to be a Good [+3] Source of Metals.
Expending supply
If a supply point is too low a rank for allocation (for instance, only Average [+1] instead of Fair [+2]) then it can be expended. For the purposes of the allocation, it is treated as being one rank higher than it is, and then it loses a rank afterwards.
The players want to refuel their vehicles, but they only have access to a Mediocre [+0] Fuel supply point. They choose to expend the point, getting the job done but lowering the supply point down to a Poor [-1] one. This won't be enough for their vehicles again, as they require an Average [+1] supply of Fuel. They will need to look elsewhere for more Fuel, or risk having to abandon their vehicles in the future. |
Any supply point lowered past Terrible [-2] ceases to exist as a supply point. This could potentially be useful, under some circumstances.
Combining supply
Three supply points of the same rank are equal to a single supply point one rank above. If you have three Average [+1] Sources of Water, they can be used together as one Fair [+2] Source of Water.
Another method of combining supply is tiered supply, where three sources of a lesser supply become one source of a better supply. For example, three Good [+3] Sources of Rubble could become one Good [+3] Source of Stone.
Upgrading supply points
Upgrading a supply point through allocation is a viable option, if you have the right resources on hand. In order to upgrade a supply point this way, the resources used must be equal to or above the current rank of the supply point.
The players are part of an enclave of survivors in the zombie apocalypse. Their dietary needs are currently being met by a Fair [+2] source of Food from indoor grow-beds. But after gaining access to a Fair [+2] source of Building Materials, they use the timbers and tarps to build an extension onto the small farm that will also make use of rainwater. |
Alternatively, a supply point can be upgraded through upkeep. If the supply point being used for upkeep is a higher rank than the supply point being upgraded, it does not need to have its stress box checked.
In the zombie apocalypse it is vital the players keep themselves in good shape, so their Average [+1] Source of Medicine could be improved. After locating a diesel generator out in an abandoned trailer park, they tow it back to their encampment and set it up as an Average [+1] Source of Electricity. They can now provide refrigeration for antibiotics and other delicate medical supplies. |
|
|
Claiming supply points
There are a number of ways for players and NPCs to claim supply points. Games can use one, some, or all of the following methods.
King of the Hill
One of the simplest ways to claim a pre-existing supply point is through the simple act of possession. If the supply point is a geographical location or item, then using combat strength to remove any other potential owners ensures that it belongs to you. This is a good fit for games with hexcrawl/pointcrawl mechanics, where the players (and rival NPC factions) will be exploring a region area by area.
The players are a band of goblin dungeoneers, exploring a vast subterranean complex and making it suitable for their people to inhabit. On the third floor they find an ancient aqueduct that acts as a Good [+3] Source of Water, just what their fledgling village will need. However the aqueduct is infested with azure jellies, and though brainless they are tenaciously territorial. The players will have to do a spot of pest clean-up to free up the aqueduct for their people, and begin to strategize on how best to tackle such difficult enemies. |
Rolling for it
A supply point may need work to tame or get under control, with the players needing to overcome or even attack the point directly using an appropriate skill or approach. The opposition to beat will always be the rank of the supply point itself.
The goblin dungeoneers have located a vein of raw arcane energy, welling up from the deeps. It could be a Fair [+2] Source of Magic for them, perhaps more if properly nurtured, but they need to tap into it first. One of the dungeoneers has Good [+3] Arcana as a skill, and with a roll of gets a Great [+4] result, easily bringing the wild magic under goblin control. From here on out the goblins will have the necessary resources to craft spells and weave enchantments, which will help them face the more dangerous lower levels. |
Project
By combining this subsystem with the Research and Development subsystem, a GM can have their players use projects to develop or upgrade existing supply points.
Once again the goblin dungeoneers are in need. Their current tools and weapons are made of excavated stone and root-lumber, not nearly tough enough for their growing needs. But they can use their supplies of Stone and Timber to build a foundry to be a Good [+3] Source of Iron for the village. The project will be arduous to complete, not to mention flammable, but the payoff will be worth it in the end. |
Building a Foundry | ||||
Making a Good [+3] Source of Iron using Timber and Stone. | ||||
Progress Track: | ||||
| ||||
Confusing | Demanding | Hazardous | ||
Mediocre [+0] | Good [+3] | Fair [+2] | ||
| ||||
|
Resource lists
Any game that uses this subsystem should prepare a list of resources before the game starts, aiming for around 5-10 total resource types. Care should be taken to ensure that the resources listed are going to be important to the players, and that they fit the genre. Use the following lists as inspiration:
|
|
|
|
Fate Subsystems |
Base Building • Faction Standing • Formulas • Research and Development • Supply and Demand • Tactical Types • Wealth |