Check out the Resource Rules here.
And what resources you have available here.
There are maps of the fort and the area here.
What can you do: See below for instructions, but if you don’t know what you want to do, Winston or your Contacts will always have ideas to improve things.
Give Orders: Multiple orders can be given, but resources will be prioritized by the Team Leader.
- Labor: Give your laborers orders on what you wish done.
- Military: Give Winston orders beyond his basic (protect fort, patrol zone).
- Resources: Give Captain Norris, Liz Urzenski, and Whiskey Pete orders what to buy or trade.
- Requisition Resources
- Team Leader roll Persuasion to make your case. Ask for what you’d like. Your number of successes will determine how much of it you get. You may ask for priority, otherwise it will be randomly determined.
- You may ask for Resource Points (Supplies, Build, Military, Labor, or Legionnaires). Or you may ask for something specific (a vehicle, a specific weapon, a piece of gear, NGR chocolate, maybe a building like a comm tower).
- Items start at lowest/cheapest level. You may spend Raises to increase that level rather than getting other items or resources.
- Trade
- Send Resources you have with Norris, Liz, and Whiskey Pete to get an equal number of some other resource back.
- A Persuasion roll may be made to give +1 per success to your traders’ rolls. Raises on their rolls get you extra Resources in the trade.
- Search for resources. Make a Survival roll. A Success, roll 1d8 on the following options. A Raise, either roll for each success, find a larger resource -1/Raise), or choose a specific option:
- 1) You found some Salvage. Roll 1d6 Raw resources, 1d6 Supplies, or 1d6 Military
- 2) You found a Food source, either a herd of animals, a stand of fruit trees, or a good fishing hole. Roll 1d6 Supplies. This resource can be used to establish a Farm later.
- 3) You found a small Wood or stand of trees. Roll 1d6 Build Resources. This can be used to establish a Logging camp later.
- 4) You find a source of Stone. Roll 1d6 Build resources. This can be used to establish a Quarry later.
- 5) You find a Vein of ore or gems. Roll 1d6 Build resources or 1d6 Raw resources. This can be used later to establish a Mine.
- 6) You find a group of Refugees. Roll 1d6 Labor
- 7) You find a tribal trading post or a small village. Roll 1d6 of any resource you choose. A successful Persuasion roll can establish a trade relationship with Fort Hope.
- 8) Your choice of above.
- Requisition Resources
When you have written your Interlude, take a Benny or an Adventure Card and take +1 XP.