Resource Pool

If a Resource gives you a bonus, you MUST pay points for it. 

Resource Points

Source: APG 191

The purpose of Resource Points is to help the GM manage his campaign better while maintaining the players’ freedom to create and play their characters in ways that simulate the campaign’s genre better. Resource Points, while an advanced option, are an ideal way to balance the equipment rich environment of a fantasy campaign.



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. 
Standard rules suggest a GM award additional resource points throughout the campaign. However, it is also possible that equipment focused characters desire a larger Kit.

  • 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.

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

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: 5gp

Defenses: 50gp

Senses: 50gp
Skills: 50gp

Characteristics: 750gp

Movement: 25gp

Life Support: 250gp

Potion: 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

Resources found during an adventure can be used immediately. 
However, if the power in the item is not constant the character must discover the power. This can be done with the 
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 = 24
Limitations 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

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.

Price is the amount in gold pieces (gp) to acquire fresh potions.

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

PS: Scribe Scroll  is required to make the scroll. Base Time to scribe is 1 hour per 10 active points and the skill roll penalty is -1 per 20 Active Points. Failure ruins 25% of the materials (25% of the cost to Craft) and requires the scribe to start over.
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.