Relics of the Moon
A science-fantasy roleplaying game of outlandish action-adventure
(pre-release playtest v0.1.6)

Resources

It is assumed that the PCs have everything they need to navigate life and their individual roles on a day-to-day basis. Resources are an abstract measure of relative group wealth and power that go beyond the day-to-day. There are five types of resources: SCAV SUPPLIES, VENGER SUPPLIES, STALLION SUPPLIES, SPARROW SUPPLIES, and MOONSHARDS. The group may use dice from group resources to aid in tasks related the type of resource, or they may be used to barter for a different type of resource.

SCAV SUPPLIES

Climbing gear, protective clothing, mining tools, ventilators, lights, etc.

VENGER SUPPLIES

Arms, body armor, shields, explosives, etc.

STALLION SUPPLIES

Sensor equipment, spare vehicle parts, hand tools, cabling, food, bandages, medicines, etc.

SPARROW SUPPLIES

Artwork, spices, perfumes, books, jewelry, musical instruments, collectibles, etc.

MOONSHARDS

Supply Moonshards used to power up abilities.

Using Resources

To use resources (other than MOONSHARDS), a Cohort spends one resource of the Challenge type. Add Dice are created for each Rank of the resource used. For example, a Cohort using Rank 3 SCAV SUPPLIES create three (3) Beneficial(+) Add Dice +d6: Add Dice Beneficial(+) + d6 for a Scav Challenge. A Cohort may only spend one resource per Challenge.

The default duration is until the challenge is resolved. However, the GM may adjust this based on the given challenge. For example, if there is an overarching challenge that spans multiple sessions, the GM may limit it to a single session or single test.

Using Moonshards

Multiple MOONSHARDS may be used by a Cohort at once, one per PC per Challenge. This activates the Power Up stunt for one Ability for each MOONSHARD that is used.

Acquiring and Trading Resources

Supplies may be found unattended or otherwise ripe for the taking in some circumstances. In most cases, however, the Cohort will trade for them or receive them as payment for a job. What resouces are available for trade will be determined by the GM based on the situation.

To trade for supplies, a Rank is set for the available type of resource. A Sparrow Challenge is created with a Rating equal to 3 x Rank, and a Threat based on Rank:

  • Rank 1 resource: Common
  • Rank 2 resource: Minor
  • Rank 3 resource: Major
  • Rank 4 resource: Extreme
  • Rank 5 resource: Ultimate

The trader (Challenge) may have traits that can be applied; for example, Shrewd (2A5) or Doesn’t Like Enchanters (-1 / 3). The GM may then assign traits for the Cohort Supplies being traded. The Cohort traits may be Beneficial(+) (if the type of supplies are desirable to the Challenge) or Hindering(-) (if the supplies are not desirable but still worthy of trade). A based rule-of-thumb for a neutral party is that the resource Rank gives a Beneficial(+) Simple Modifier:

  • Rank 1 resource: +1 / 1
  • Rank 2 resource: +1 / 2
  • Rank 3 resource: +2 / 2
  • Rank 4 resource: +2 / 3
  • Rank 5 resource: +3 / 3

For example, the Cohort has a Rank 2 SCAV SUPPLIES and a Rank 3 MOONSHARDS. They wish to trade for Rank 3 VENGER SUPPLIES with a Guild merchant who has no strong feelings about the Cohort. A Major Sparrow 9 is the Challenge. The GM determines that the Rank 2 SCAV SUPPLIES will give The Usual (+1 / 2). However, the Rank 3 MOONSHARDS are Highly Desirable to the Guild merchant, and will trade as if a Rank higher (+2 / 3). The Cohort may use either or both of these Resources to increase their odds.

Withdrawing From a Trade Negotiation

If a trade Challenge is going poorly for the Cohort and the mounting Stress becomes too much for them, the Cohort may withdraw from negotiations at the beginning of their turn. Both parties keep their resources. Withdrawing from trade Challenges may have an effect on future negotiations.