If a Resource gives you a bonus, you MUST pay points for it.
Resource Points
Using Resource Points, characters pay points for equipment and other resources, including spells, but these points come from the Resource Points pool and not their base character points.
Only resources with a definable game effect need to be purchase. Standard equipment can be acquired using coin or trade.
Starting Points
- Equipment Points: 50
- Includes: Weapons, Armor, Tools, Spells
- Vehicle/Base Points: 25
- Includes vehicles, mounts, castles, apartments, estates, safe houses, ships, etc.
- Follower/Contact Points: 5
- Includes animal companions, assistants, etc.
Resource Kit
These starting points define the character’s ‘Kit’ – the amount of resources available to him during an adventure. Regardless of how many resources he has available to him through his Armory, he can only use his defined kit until the adventure concludes or the GM agrees that a sufficient dramatic pause has occurred in the campaign.
Resource Armory
Rate of Increase
- Equipment: 1 CP for 5 Equipment Points plus 1 Equipment Point for every 1 experience.
- Vehicle/Base: 1 CP for 2 Vehicle/Base Points plus 1 Vehicle/Base Point for every 5 experience.
- Follower/Contact: 1 CP for 2 Follower/Contact Points plus 1 Follower/Contact Point for every 5 experience.
What if I don’t want to use Resource Points?
Everything that follows will still work if you decide to proceed with a pure money for resources approach. If that is the case however, you should use the Resource Point mechanic, specifically Equipment Points, but just for spells.
Special Equipment Pool
Points spent on items with the Focus limitation can always be realigned to new items or abilities.
Items can be replaced/swapped out of the pool with an appropriate expenditure of money.
Treasure
Items found during an adventure (i.e. in between XP awards) can be used without spending any character points. If they are consumable items (potions, etc.) then they are essentially free. At the conclusion of the adventure, the items can be kept but cannot be used. They can be sold to acquire different items, or simply retained until a future adventure when they are exchanged for other common items the character has.
Example: Eltar normally adventures with his Ring of Swimming. It often comes in handy and is worth the points. However, the characters are planning an adventure to the elemental plane of fire. He decides it might be more worthwhile to spend some coin and acquire a Ring of Fire Protection instead.
Example: While adventuring through the Palace in the Wastes the group finds a Necklace of Adaptation. For the rest of the adventure someone in the group can use the Necklace at no cost. However, at the end of the adventure it either goes into the player’s castle for future adventures, someone pays points for the Necklace, or someone uses the Necklace to internalize its power. Whatever happens however, the Necklace is accounted for in some fashion.
Real Points x Active Points x Cost Factor x Expertise
Cost Factor is based on the power type. Additionally, each level of Difficult to Dispel increases the Expertise by one step.
Standard Powers: 5gpDefenses: 50gpSenses: 50gpSkills: 50gpCharacteristics: 750gpMovement: 25gpLife Support: 250gpPotion: 20%; Duration is +1/4 per step on the Time Chart. No Expertise Factor, No Cost Factor (see notes below)Scroll: 10%, Usable only by Mage or Cleric; See potions for duration. No Expertise Factor (see notes below)Instant Power made Constant: x20
Expertise is the level of skill necessary to craft such an item as determined by Active Points in the largest power. For purposes of Expertise, all Complex powers should multiply their AP by 4.
0+ = x1 (Apprentice)26+ = x2 (Journeyman)56+ = x4 (Master)86+ = x8 (Grand Master)116+ = x16 (Legendary Master)
Similarity: if the form of the object does not reflect it’s purpose (e.g. bracers of armor), the cost is x2.
Each power should have its cost calculated separately. If an item has multiple powers (e.g. damage and attack bonus), the costs are added together. Additionally, if one power requires a higher level of expertise, that same expertise multiplier applies to all powers.
The majority of this cost is in the materials required. An enchanter earns 10gp per day spent enchanting, 20gp at 14-, 40gp at 17-, 80gp at 20-, and 160gp at 23-. Typically an enchanter working for himself can cut this price in half.
Discovering Magic Items
Spellcraft
Power Skill (3/2, PRE Based), with penalties of -1 per 10 active points of power and taking 1 phase. Failure requires further study/concentration at one step down on the time chart (no additional penalties). Characters without the Spellcraftl can attempt using PRE Roll – 3 as the base.
Points are calculated as normal (with Independent limitation) and added to a character when acquired. When lost, the points are lost as well. These points are only used to guage relative power level and character effectiveness.
When a new character is introduced into the group, points from magic items should be reviewed separately. The amount of XP a new character begins play with could be equal to the amount awarded to the group, some fraction of that amount, or 0. The amount of magic items such a character could possess would equal either the average of magic items points in the group, a relative fraction (same fraction as XP), or none (if XP = 0).
Potions
Potions must be paid for with points. The potion metagame limitation is a gp expenditure to an appropriate source or merchant to recharge/refill. All potions are universal foci and it is this aspect that also limits the power of the potion. A magic flask may have no more than 4 doses (charges) as a metagame limitation.
Magic Flask
A magic flask can turn any liquid into a specific potion. The bearer need only fill the flask and 24 hours later a potion will be ready. For effect, if the power supports it, a weaker potion may be available earlier.
Trigger (Quaff, +1/4), Focus (OAF, Universal
, -1), Perceivable (Drinking, -1/4), Concentration (1/2 DCV or DEX roll if moving, -1/4), Extra Time (Extra Segment, Cannot activate other powers while activating, -3/4) (this also means it is always a Half Phase action to activate), Charges (1 = -2), Gestures -1/4, Unified Power (liquids and alchemy -1/4)
Active Limits: Standard = 66, Complex = 24Limitations Total: 4.75
Suggested Build/Doco (in HD): Trigger (Quaff, +1/4), Focus (OAF, Universal, -1), Potion (-1 3/4), Charges (1 = -2)
Real Points:
Active Points Limitations 66 44 24 22 17 10 5 1 Charge 4.75 11 8 4 4 3 2 1
Price:
Active Points Limitations 66 44 24 22 17 10 5 1 Charge 4.75 14,520 gp 3,520 gp 3,840 gp 440 gp 1,020 gp 200 gp 25 gp
Cost Factors: Defenses/Senses/Skills x10, Characteristics x150, Movement x5, Life Support x50
Standard Potion
This is a standard consumable potion. The cost to replace the expendable focus is in the table below.
Trigger (Quaff, +1/4), Focus (OAF, Fragile, Universal
, Expendable (Difficult to Obtain)
, -1 1/2), Perceivable (Drinking, -1/4), Concentration (1/2 DCV or DEX roll if moving, -1/4), Extra Time (Extra Segment, Cannot activate other powers while activating, -3/4) (this also means it is always a Half Phase action to activate), Charges (1 = -2), Gestures -1/4, Unified Power (liquids and alchemy -1/4)
Active Limits: Standard = 66, Complex = 24
Limitations Total: 1 charge = 5 1/4
Suggested Build/Doco (in HD): Trigger (Quaff, +1/4), Focus (OAF, Fragile, Universal
, Expendable (Difficult to Obtain),
-1 1/2), Potion (-1 3/4), Charges (1 = -2)
Standard Power Limit and Costs per Dose (Charge, ap = active points, rp = real points)
Standard Potion (Active * Real * 1gp = Price)
Active Real Price 11 2 20 gp 22 3 70 gp 44 7 310 gp 66 11 730 gp
Complex Potion (Active * Real * 40gp = Price)
Active Real Price 5 1 40 gp 10 2 160 gp 17 3 410 gp 24 4 770 gp Cost Factors: None.
To carry more doses of the same type of potion, the 5-point doubling rule applies. Double the number of potions for 5-points or buy individual potions one for one, whichever is cheaper.
Scrolls
Scrolls are semi-universal foci. They can only be used by characters that possess the Magic Skill (Arcana) of the spell. Scrolls are built using the Delayed Effect Advantage which means any spellcasting requirements will have already been completed, so that the reading of the scroll is all that is necessary to cast the spell. The END for the spell has already been paid, and any Extra Time or other Focus requirements have already been met.
Scroll
Naked Advantage Delayed Effect (+1/4) on the Active Points of the spell.
Focus (OAF, Fragile, Restricted – Skill in Arcana, Expendable (Difficult to Obtain)) -1 1/2, Charges (1 = -2), Requires Light -1/4, Gestures (2 hands) -1/2, Incantations -1/4, Concentration (1/2 DCV) -1/4, Extra Time (Full Phase)† -1/2
Limitations: plus -5 1/4
Scrolls Active Real Active Real Craft Purchase 6 1.55 24 1 6 gp 12 gp 9 1.55 36 1 18 gp 36 gp 15 2.55 60 2 120 gp 240 gp 22 3.55 88 3 528 gp 1,056 gp 28 4.55 112 4 1,792 gp 3,584 gp 34 5.55 136 5 2,720 gp 5,440 gp
Spellstones
Spellstones are universal foci – any character can use them. Spellstones are built using the Delayed Effect Advantage which means any spellcasting requirements will have already been completed, so that the breaking the spellstone is all that is necessary to cast the spell. The END for the spell has already been paid, and any Extra Time or other Focus requirements have already been met.
Spellstone
Naked Advantage Delayed Effect (+1/4) on the Active Points of the spell.
Focus (OAF, Universal, Expendable (Difficult to Obtain)) -1 1/2, Charges (1 = -2)
Limitations: plus -3 1/2
Spellpoints Active Real Active Real Craft Purchase 5 1.55 20 1 5 gp 10 gp 8 2.55 32 2 32 gp 64 gp 12 3.55 48 3 144 gp 288 gp 15 4.55 60 4 480 gp 960 gp 19 5.55 76 5 1,520 gp 3,040 gp
Crafting Items
Crafting items equires the
PS: Enchant X Skill, which is separate for Arms & Armor, Woundrous Items, Potions, and Scrolls. Each power is enchanted separately. The penalty is equal to the Active Points/10 in the power, with a -2 per level of Difficult to Dispel.
All items must be of fine craftsmanship, which means 3x base value.
Converting Items
I often just convert an item straight out of the list. Typically, characteristic bonuses are unmodified, skill bonuses are halved. The
d20 SRD is an excellent source for this.