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Money

In the world of Obscured, money is more than just a numeric value in a player's inventory. It's a lifeline in a world cloaked in darkness, 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.

Example

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."

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Remember, money in Obscured can determine who trusts you, the kind of allies you find, and even the secrets you uncover.