Resources

Some characters also have Resources that they can call on— Extras and Locations that can give them a hand in specific situations. Normally, anybody can call on the help of an Extra or a Location; it just costs a Plot Point. When it’s on your sheet, it’s free for you to use; when other characters use that Resource, they pay the Plot Point to you.

Extras are characters that don’t have a whole character sheet of their own. They usually only do a couple of things called specialties, and those things are rated in dice. So you might have biologist at SLU, Professor Baxter (Medicine, Biology) 2d10 or a Household Staff which doesn’t let blood stains get them down (Unflappable, Fashion) 2d8. You don’t roll Extras’ dice into your dice pool; instead, they can aid you. Of course, you can only use Extras when they’re in the scene with you. You’re welcome to spend a Plot Point to bring them into any scene—even over the phone, if that’s what works. Just beware: once they’re in a scene, they’re valid targets for Storyteller’s attention!

Locations are special places that provide a bonus to the people who control them. Like Extras, they are rated in dice. Emilie’s haven beneath UMSL boiler room which she has painted murals of everything that ties her to humanity gives her Hideout (Therapy, Concealed) 2d10, whereas Lyric would have a Alumni Club (Rumors, Strategy) 2d6. Also like Extras, the dice for Locations aren’t rolled into your pool; they’re rolled separately and their high die is added directly to your result. Now, you can obviously use Locations when you’re in them, but you can also set yourself up to use their specialties in a later scene. When Lyric takes time to plan her take over of a rival company in the Alumni Club, that strategizing that comes in handy later in the boardroom. The trick is that you need to play a scene in the Location getting ready. Then, later in the episode, you can let fly with those extra dice.

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Resources

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