My original intent had been to do a weekly post for New Salem but the momentum for Character Creation challenge had me keep doing it daily. It was going to burn me out, so we're back on the original weekly schedule. In this case we're getting goofy and applying the concepts for carrying capacity to the resources.
The rules for calculating carrying capacity in V&V are quite elegant, if a little esoteric. You take 1/10th your Strength and cube it, then add 1/10th your Endurance and multiply it by half your weight. A person with a 10 in both basic characteristics can lift their own weight. Someone with a 20 Strength and 20 Endurance can lift 5 times their own weight, which is pretty much human maximum. Now, I plan to mess with this later, moving the exponent to a square rather than a cube, but it's important to bring up now because I'm going to do the same thing here.
First pick whether your career relies more on Charisma or Intelligence. Then take 1/10th that characteristic and square it before adding it to 1/10th of the other. This number is multiplied by the following weighting
30: neither of your background areas apply to your career and you can only work part time
60: one of your background areas applies to your career and you can only work part time
90: both of your background areas apply to your career and you can only work part time OR one of your background areas applies and you can work full time
120: both of your background areas apply to your career and you can work full time
If you have the Inheritor career it does help you for reducing the difficulty of any test but it does give you a weighting factor of 120 and lets you add an exponent to either your Charisma or Intelligence when calculating your Resources. Likewise the character might negotiate an additional exponent for Heightened Intelligence or Heightened Charisma to show even greater potential resources via some in game rationale
This will give you a number that can be applied to the carrying capacity table to find a the Resources Die. The GM will set a difficulty on that, usually 3+, to see if the character can afford an invention (or other in game expense) without additional in game action.
I like this in part because it uses the same mechanics as Carrying Capacity and makes clear the advantage of higher than average intelligence or charisma without nailing it down to a number that will eventually need inflation adjustment
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