Resources
Your character sheet carries two kinds of score on the same 0–100 scale.
Attributes are what you can do. There are ten of them, they rise from use, and they only move through advancement or injury.
Resources are what you can spend. There are two, and spending them lowers the score itself.
| Resource | What it is |
|---|---|
| Luck | Fortune held in reserve. Spend it to bend a result your way |
| Favor | Standing rather than coin. What you can call on, and what getting things costs you |
Everything else about them is identical to an Attribute. Both run 0–100, both are the number you roll under, and both read magnitude and valence the same way. ⟨Whether Resources tick and improve on the same track as Attributes is undecided — see Advancement.⟩
Why they’re separate
Section titled “Why they’re separate”Only because spending is a thing that happens to them. An Attribute of 62 is 62 until you train it up or something takes it away. A Resource of 62 can be 55 by the end of the scene because you used it.
That one difference is worth a heading on the sheet, because it changes how you treat the number. You protect a Resource in a way you never think about with Strength.
Where they come from
Section titled “Where they come from”The two Resources arrive by completely different routes, and it’s the one place they aren’t identical.
Favor is rolled at creation the same way an Attribute is — 4d10 — and then modified by your Job.
Luck is not rolled at all. It is worked out last, from everything else on your sheet.
Total your ten Attributes once all three creation packages are applied. Luck is 70, minus every point that total runs over 220. It never starts below 5.
220 is what ten average rolls come to, so the rule says something simple: you are as lucky as you are unremarkable.
Two characters roll identically, totalling 220 before their packages. The first picks a Background, Job and Archetype that spend everything on Attributes, finishing at 270 — fifty over — so Luck is 70 − 50 = 20. The second picks packages that barely touch them, finishing at 235, and starts on 55.
So Luck runs inverse to the rest of your sheet. A character who rolled badly starts fortunate; a character who rolled well starts with little in reserve. Every point your creation packages decline to spend on your Attributes comes back to you here, which is why a background that barely marked you leaves you lucky.
That inverse is deliberate, and it closes on its own as you play. A character starting on Luck 65 improves it on 35% of their ticks; one starting on 5 improves on 95% of them. New characters feel sharply different from each other and veterans feel broadly capable, with nothing extra needed to make that happen — see Advancement.
Favor replaces money entirely
Section titled “Favor replaces money entirely”There is no coin on your sheet. Everything you might want to own carries a rating on the same 0–100 scale, and what you can get depends on the difference between your Favor and that rating — read exactly like any other roll.
| Difference | What that gets you |
|---|---|
| Magnitude 3+ | Abundance. Beneath notice |
| Magnitude 2 | A small amount |
| Magnitude 1 | A single one |
| Magnitude 0 | Roll for it — and success costs you 1d10 Favor |
Reaching past your station is what depletes you. Routine gear inside your means is frictionless; nobody tracks it. It’s the stretch purchase that spends real standing, and an average roll often drops you far enough that the same item moves out of reach for a while.
⟨How Favor is regained, what upkeep owned assets carry, and how pooling works between characters are all detailed on starting equipment — and none of it is finished.⟩
What your Epoch decides
Section titled “What your Epoch decides”Both names are core, and so is everything on this page. What your Epoch supplies is what these scores point at — what standing means in that world, and what there is to spend it on. Favor is social credit in Zsenai; elsewhere it might be rank, or supply, or debt. The number behaves identically either way.