Skills and Specific Measurements
Looking over the skill descriptions, you might notice that there are a few
places where we give an abstraction for something that in real life depends
on precise measurement. Physique and Resources are strong examples—
many people who are into strength training have some idea of how much
weight they can dead lift, and people spend specific amounts of money
from a finite pool when they buy things.
So how much can a character with Great (+4) Physique bench press? How
much can a character with Fair (+2) Resources spend before going broke?
The truth is, we have no idea, and we’re reluctant to pursue a specific
answer.
Though it may seem counter-intuitive, we find that creating minutiae
like that detracts from the verisimilitude of the game in play. As soon as
you establish a detail like, “Great Physique can dead lift a car for five sec-
onds,” then you’re cutting out a lot of the variability that real life allows.
Adrenaline and other factors allow people to reach beyond their normal
physical limits or fall short of them—you can’t factor every one of those
things in without having it take up a large amount of focus at the table.
It becomes a thing for people to discuss and even argue about, rather than
participating in the scene.
It’s also boring. If you decide that a Fair (+2) Resources can buy anything
that’s 200 gold pieces or less, then you’ve removed a great deal of potential
for tension and drama. Suddenly, every time you have a Resources-based
problem, it’s going to hinge on the question of whether or not the cost is
200 gold pieces, rather than whatever the point of the scene is. It also turns
everything into a simple pass/fail situation, which means you don’t really
have a good reason to roll the skill at all. And again, this is not realistic—
when people spend money, it’s not about the raw dollar amount as much as
it is a question of what someone can presently afford.
Remember, a skill roll is a narrative tool, meant to answer the following
question: “Can I solve X problem using Y means, right now?” When you
get an unexpected result, use your sense of realism and drama to explain and
justify it, using our guidelines above. “Oh, you failed that Resources roll to
bribe the guard? Guess you spent just a bit more at the tavern last night than
you thought... wait, why is your belt pouch gone? And who’s that shady
character walking a little too quickly just past the line of guards? Did he just
wink at you? That bastard... now what do you do?”
LiMiting resources
if someone is using the Resources skill a bit too often, or you just
want to represent how continually tapping into your source of
wealth provides diminishing returns, you can try one of the follow-
ing ideas:
• any time a character succeeds at a Resources roll, but doesn’t
succeed with style, give them a situation aspect that reflects
their temporary loss of wealth, like Thin Wallet or Strapped for
Cash. if it happens again, just rename the aspect as something
worse—Strapped for Cash becomes Dead Broke, Dead Broke
becomes Debt to Creditors. the aspect is not a consequence,
but it should make good compel fodder for characters who are
shopping until they drop. it can go away if the character takes a
break from spending cash, or at the end of the session.
• every time the character succeeds at a Resources roll, decrease
the skill by one level for the remainder of that session. if they
succeed at a Resources roll at mediocre (+0), they can no longer
make any Resources rolls that session.
if you really want to get crazy, you can make finances a category
of conflict and give each character a wealth stress track, giving them
extra stress boxes for having a high Resources, but we don’t recom-
mend going that far unless you plan on making material wealth a
major part of your game.