Dark Sun Rising
Money and Resources
Resources represents the cash and credit a character has on hand and can muster to make purchases. All characters begin with Average (+1) Resources.
Making a Purchase
All items have a cost rating—you’ll find tables with costs later on, where gear is listed. When you want to buy an item, its cost sets the difficulty for a Resources roll. A Resources roll is slightly different than a skill roll. You can’t invoke any regular aspects. There’s a special kind of aspect called a Resources boost; if you have any of these, you may invoke them. Resources boosts are the only modifier you can use on a Resources roll. If your roll succeeds, you acquire the item, either through spending liquid cash, liquidating other assets, barter, or any combination.
If your roll fails, you’re faced with a choice. You may still purchase the item by reducing your Resources by one step for every shift the roll failed by. This means you liquidated assets, emptied your bank account, and permanently reduced your available cash in order to get
the item. If you don’t want to reduce Resources based on the failed roll, the GM can offer you the following options:
• You can’t find the item at a price you can pay. You may not try to purchase it again until you’ve gone to a completely new region or city.
• You can’t gather your credit and cash quickly enough to purchase it; by the time you do, it’s no longer for sale.
• The item is of inferior quality. It has negative aspects that the GM can tag for free once per
session. The item has one of these aspects for each shift by which your roll failed.
• You can get a less valuable item of comparable purpose. This item is valued at your actual
Resources roll result. If you rolled Average, you can get an Average value item, etc.
If you settle for one of these conditions, your Resources isn’t reduced by the purchase.
Multiple characters can’t pool their Resources. Even one step of Resources represents a big difference in available cash. Poorer characters really can’t help wealthier ones.
When you successfully complete an unusually big job, or come across some loot or treasure, you can gain a Resources boost. Resources boosts are things like A Big Score, Flush with Cash, or Salvaged Parts. The GM awards these based on the situation. These are the only aspects that can be used to help a Resources roll.
Getting in Debt
When you’re attempting to purchase items that costs significantly more than your current Resources, things get a bit more interesting. To buy an item that costs more than your current Resources score, loans or other agreements must be made. The value of the loan is equal to the value of the item being purchased less one—you need a Good (4) item. This assumes you’re covering part of the cost yourself from your own Resources. If your Resources is Mediocre (4), Superb (6), etc.—is noted on your sheet below Resources. The GM can compel a loan just like an aspect, so the person or organization that gave you the loan must be noted. Until the loan is paid off, it acts just like a regular aspect. Make a Resources check using the loan instead of your regular Resources. You gain a free shift (3) to Fair (0). You may not make more than one repayment attempt per session. Failed repayment rolls either reduce your Resources by one step or increase the value of the loan by one step (interest!)
How do you get more Resources? An Average (0). To increase Resources, you need an available Resources aspect, which represents a one-time score or infusion of liquid cash. You can turn this into permanent Resources by investing it, purchasing property, or something along those lines. To raise your Resources, make a test against the new Resources score and invoke a Resources aspect you’ve acquired. This aspect gives you a +2 on the roll, just like
a regular aspect. If successful, adjust your Resources up one level. If you fail, you make some bad investments and it goes down one level. You can invoke other Resources aspects if you’re failing the roll. Like always, Resources aspects are lost once you invoke them.
Trading is riskier. To trade, you need to first acquire the goods you wish to sell. This is a standard Resources roll, with the difficulty equal to the value of the goods. You can take out loans for this, and you can get inferior goods if you fail the roll. Once you have the goods, take them to a market where they can be sold. Usually, this means going to another settlement. To negotiate a sale, you make a Rapport skill roll against the person to whom you’re selling the
goods. If you succeed, you earn a Resources boost. If the roll fails, you take a negative Resources aspect like Tapped Out or Bad Credit. When buying items to trade, you can buy items from the lists below. However, it’s generally easier to buy a generic “trade goods” item and work with your GM to determine its value based on what you can afford and the kinds of profits you hope to gain. You can give these trade goods a name—such as “kank nectar”—to make the game come to life a bit.