This was a small addition I made to the Resources rules for Fate of Vimary that I felt was general enough to go here. Note that it uses another slight tweak, namely that characters have fluctuating Resources scores as they use and gain Resources. This Extra allows for the group to have a Larder that they can use to draw resources from.
Typically the group will have a community pool of resources, known as the Larder. These Resources can be used in place of personally rolling against resources when the Larder can be accessed, at the expense of depleting the group’s reserves. Having a Larder is slightly more bookkeeping, so it may not be desirable for all groups, but fortunately most interactions with it would be done either between sessions or during session startup, etc.
The Larder has a Resource rating equal to the median of the group’s Resource rank – in other words, the middle between the minimum and maximum. If the lowest Resources within the group is 0 and the highest is 4, the Larder is Resources 2. The Larder has a stress track with two stress boxes with an additional box added at Resources Average(+1) or Fair (+2), or two more at Good (+3) or greater. In addition, the Larder has three Consequence slots. On the chance that the Larder has Resources of Superb (+5) or higher, it gains an additional mild Consequence slot. The Larder’s Resources do not fluctuate when the individual group member’s Resources fluctuate, although it might increase if members of the group permanently increase their own.
The stress and Consequences for the Larder work slightly differently than a character’s stress and Consequences. Whenever a character needs something that would call for a Resources roll, and they have access to the Larder, they can use the Larder’s Resources instead. This can be used to directly take a specific needed item from the Larder, as well as to create advantages prior to an expedition or journey. The roll is made using the standard difficulty for obtaining the item or creating the advantage. If the roll succeeds, then an amount of stress equal to the value of the item is marked off the Larder’s stress track. Once the stress track is filled, the Larder’s Resource rank drops by 1 and all stress is cleared. If in a single “transaction” the stress would overfill the track, the Larder takes a Consequence equal to or greater than the overflow. Once Resources reaches zero, the Larder is depleted and has to be restocked. Stress can be “soaked” by instead taking a Consequence of equal or greater value than the stress. Consequences represent a specific shortage within the Larder, based on what the characters were trying to do. For example, preparing for a Joanite attack might result in the mild Consequence Running Low on Ammunition or Limited Food and Water.
Restocking the Larder must be done from the Resources of the individuals contributing to it. Typically this is done using teamwork, with the character with the highest Resources rolling and every other character with Resources of Average(+1) or higher contributing +1 to the result. The difficulty of the roll is Fair(+2), and each success restores one rank of Resources. All Larder Consequences must be cleared before the restock attempt can take place. If the roll is successful, each character reduces their Resources by 1 for the remainder of the session.