Money
money is more than just a numeric value in a player's inventory. It's a lifeline, a tool, a weapon, and sometimes, a necessary evil. Money can open doors, both literal and metaphorical, allowing Hunters to gain access to the resources they need.
The financial situation of a group of Hunters can greatly impact the nature and tone of the campaign. A group of Hunters scraping by on the fringes of society, living paycheck to paycheck, will have a distinctly different experience than those backed by a well-funded organization or an ancient trust fund. The former might have to resort to guile, improvisation, and sometimes sheer luck to get by, while the latter may have access to the latest technology, arcane libraries, or a network of informants.
Overseers should bear this in mind when setting up a game, considering the budget they provide to the players at the beginning and the financial rewards they offer for completing missions or achieving objectives. While it might be tempting to drown players in wealth, remember that constraints often breed creativity and add a layer of realism and tension to the game.
Setting the Campaign's Footing
Before the first session, the Overseer and players should agree on the group's financial footing. This single decision colors the entire campaign. A pack of broke students taping silver to a baseball bat plays nothing like a chapter of a globe-spanning order with a private armory and an expense account. Funding rests on two pillars: how much money the Hunters have, and what they are actually able to get their hands on.
Funding Tiers
| Tier | Starting Funds (per Hunter) | Income Between Missions | Ready Access |
|---|---|---|---|
| Scraping By | $500 | Odd jobs and scavenging | Humdrum, Civilian |
| Independent | $2,000 | Occasional client payouts | Humdrum, Civilian |
| Connected | $10,000 | A modest patron stipend | Up to Military |
| The Organization | $50,000 or requisition | Regular funding | Up to Exotic |
- Scraping By: Every dollar is a victory and every bullet is precious. These Hunters improvise, barter, and make do with hardware-store gear. A shared pistol is a luxury, and anything heavier means a dangerous trip to the black market. Best for tense, grounded horror.
- Independent: Seasoned freelancers with a little savings and the occasional grateful client. They can outfit themselves respectably but still feel the sting of a costly purchase. A comfortable default for most campaigns.
- Connected: A patron, agency, or inheritance keeps the lights on. The group can field real firepower and proper protection, trading desperation for tougher foes and higher stakes.
- The Organization: The Hunters answer to a well-resourced power that can supply almost anything through official channels. Money becomes a formality; the real currency is clearance and consequence.
Access and Restriction
Cash is only half the story. Each tier lists the Restriction categories (detailed in the Items and Equipment chapter) a group can acquire without trouble. Gear above that ceiling is not strictly forbidden, but obtaining it demands black-market contacts, favors, or genuine risk. Reflect this with a higher Purchase DT, a price premium, or simply rule it unavailable until the Hunters earn the right connections. This lets you hand out wealth without unbalancing the game; a student with $5,000 in their pocket still cannot stroll into a shop and walk out with a grenade launcher.
Requisition (optional)
For well-funded groups, tracking every dollar can become a chore. Instead, the Overseer may let Hunters requisition gear. Rather than paying out of pocket, a Hunter requests an item that falls within their clearance and either receives it outright or makes a check to justify the expense. This keeps a powerful organization feeling powerful without drowning the table in bookkeeping.
Overseer: "Alright, John, as you rifle through the ancient sarcophagus, you find... coins, strange coins. The designs aren't familiar. You think you see a winged, bat-like creature... could be demonic? This might be more valuable than gold, if you can find the right buyer."
John: "Hmm, maybe I can pawn them? Then get a new crossbow and some silver-tipped bolts! Oh, and also a really fancy hat. A Hunter has to look good while slaying monsters."
Amy: "John, this isn't a fashion show. Maybe invest in something practical, like first-aid kits?"
John: "Amy, trust me, once they see this hat, they'll be too stunned by my impeccable style to fight back. It's called psychological warfare."
Remember, money in Obscured can determine who trusts you, the kind of allies you find, and even the secrets you uncover.