Resources and Rewards Rules (Thematic)
Scope
Use this skill for campaign pacing, scarcity decisions, loot expectations, and risk-reward balancing.
Four core currencies
- Credits: primary purchasing economy (equipment, upgrades, services).
- Gadgets: armory fuel (charges, consumables, augment unlocks).
- Specimens: science-bay fuel (high variance outcomes, mutation access).
- Nutronium: high-value strategic fuel (travel + ship tactical systems).
Resource pressure design
- Nutronium should feel scarce and strategic, not routine.
- Gadgets should appear regularly but not flood to the point of trivializing risk.
- Specimens should create meaningful "push your luck" decisions.
- Credits should support visible equipment progression by mid/high levels.