ReWriting Dwindle pt 8 Resources

 Dwindle is called Dwindle, because of the resources. Most people will probably think that it is a simple mechanic that I swiped from The Black Hack (2016), however the mechanic existed before it's venerable release. Don't get me wrong, as far as OSR goes, the Black Hack is a great game! But I remember reading a blog back when Google had an RSS reader. Sadly, I no longer have the link to back up my claim. But even the board game, Last Night on Earth (2007), had a mechanic for items being out of ammo or power on certain low rolls (values depended on the firearm or item). Also, my resources are heavily inspired by Gumshoe. However, Gumshoe has a flat spend mechanic. Just the exact resources were yoinked. The Armor resource is new. Before I listed Armor as a basically unique thing, but I realized last night, that a slight tweak could make it a resource.

Resources

There are 5 resources in Dwindle

Class Resource
This is used to access class abilities. It starts at your current Tier rank each session, and degrades as other resources. Restore abilities and rest can replenish it.
Armor
Purchasable with XP and fills an Item slot. For each unique instance of damage you take, you can block 1 damage per rank of Armor. For each point blocked, you must make resource check. Lost armor ranks still take up an item slot, and may be repaired for 2 loot.
Contacts
Purchasable with XP. You know someone. You can create an NPC that can grant you access to a place. The character will mostly be nuetral to you, and may need some coaxing to help you. This does not grant you access to the king. Intead it introduces you to a bribable guard. You must make a resource check after creating the NPC.
Preparation
Purchasable with XP. You have useful items either stashed upon your person, or planted at the scene before hand. These items will grant you a die step as normal items would. After declaring you have the item, you must make a resource check. To keep the item for later, you will need to put it into an item slot.
Wealth
Purchasable with XP. You have access to cash. This can be used to make bribes, to prepare for a fancy party, or to simply flash cash to impress someone. Before making a large purchase, you can "count your wealth" by rolling down the ranks to see how many rolls it takes you to reach a certain lower rank. Counting your wealth does not permanently remove your ranks. Whenever you make a use of your wealth to improve your situation, make a resource check.

Resources have maximum ranks equal to the group tier. Thus, you can have a maximum of Rank 2 in any resource when your Tier is Rank 2.

When you use a resource, it just works (unless the usage requires multiple checks, see below). You then roll a die based on the rank (rank 1 = d4...rank 5 = d12). If the die results in a 1 or 2, the resource "Dwindles" and loses 1 rank. At rank 0, the resource is totally exhausted, and cannot be used until it is returned to at least rank 1. 

My Tier 3 Arbormancer casts Restoring Vines to help Peter. Peter's healing progress is filled equal to my rank in Restoring Vines. I then roll my Class Resource Die (a d8). I get a 2. My Class Resource drops from Rank 3 to Rank 2 (d6). Later I cast Wood Thumper to break an enemy.  I damage the enemy by an amount equal to my Wood Thumper rank. I roll the d6. I get a 3. I will continue to have a Class Resource Rank of 2. Much later, my class resource is down to rank 1. I use Restoring Vines once again to help Peter. Again I roll my class resource die (now a d4). I get a 1. My class resource is depleted. I cannot use any Abilities until I take a rest, or somehow restore my ranks.

For a large purchase (like stopping multiple points of damage, or buying a building) multiple rolls may be required, as stated in the Armor description. For example, if you're buying a building, the GM may ask for 7 Wealth checks to buy it. Roll the appropriate die, dwindling as necessary. You may declare you are "counting your wealth" to check if you can make a full payment of 7. If not, you may be able to go into debt, only paying a portion of the price at the time of purchase.

I'll have to write up my advancement model soon, as I am sure some people are wondering why expendable items are purchasable with XP.

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