Resource test

A resource is a package of stat bonuses and aspects, with prerequisites and limitations. Sometimes they boost talent rolls, or provide alternative dice to be used with a talent.

Resources don't require XP to be invested in them, but like aspects a PC's total XP limits the number of "slots" a character is assigned. Some resources take up multiple slots.

The below are presented as weapons, but they could just as easily be realised as a special technique, or the result of implants/stimulants etc.

Prereq: STR 6, 2 resource slots
Encumbrance 1, Penalty -5.
Full action Melee attack. 1d20 + 2 x STR. Includes the Bash aspect, granting a chance to apply Stun 1 to the target if they fail a Resistance roll.

Prereq: STR 4, FOC 3, 2 resource slots
Encumbrance 1, Penalty -4.
Full action Melee attack. 3d6 + STR + FOC. Includes the Lethality aspect, improving critical hit threshold by 1 and adding the user's Melee talent dice to critical damage.

"Penalty" refers to the stat reduction applied whenever the resource is used outside of its defined limits. Penalty is common to armour and heavy weaponry, reducing the user's capacity to be quick, silent, graceful. It indicates a certain amount of clunk and unsubtlety, and Penalty is worsened if the user cannot handle the Encumbrance and/or prerequisites: however, very high stats can reduce it. A STR 10 character wielding the Hammer would face a Penalty of only -1. Various aspects further mitigate, ignore, or otherwise utilise Penalty.

Unless otherwise stated, attacks (natural and resource-granted) can be Hurried. Hurrying the attack reduces the action cost by 1, but the Penalty applies and the normal attribute modifier (if any) is halved.

Encumbrance refers to physical weight/bulk in equipment, but with psionic abilities and other abstract cases it may refer to the user's ability to concentrate and maintain multiple effects. In such an instance it would require a mental attribute to address it, rather than STR.

Resources differ from attribute scores and talent ranks in that any granted bonuses are not considered innate. In the same way that aspect abilities can be disabled by the Exhausted status effect, resources are vulnerable to Lockout. Lockout targets a resource and disables its use.

Lockout might be seen as a situational version of Stun. Whereas Stun actively reduces the target's action allowance for a time, a Lockout lingers until addressed: Lockout 3, for example, means that the Lockout effect will apply until the affected character spends 3 actions (a full turn) to remove it.

A Lockout can be a disarming move, a hacking attempt, psionic paralysis, a horrifying revelation. Spending the action(s) can represent diving to retrieve a dropped weapon, or cutting away the webbing of a physics-defying giant spider: anything that would feasibly counter and end the effect.

A disarmed wielder might opt to use their bare hands or switch to a secondary weapon rather than taking the time to retrieve their sword: in all senses, they are unimpeded by Lockout beyond that specific resource being, well, locked out.

It's entirely possible to create a character without resources in the Exigency system, but it's certainly not recommended. Protection from abilities that compromise resources would be a poor substitute for all the advantages they can provide.

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