Many parts of the world after Serpentfall, like the Poisoned Lands of North America, are places of scarce resources, scavenged equipment, and jealously hoarded supplies. This required Fate Core designer Leonard Balsera to engineer some additional rules and guidelines for handling this kind of deprivation…and potential poverty!
Material wealth is a very different creature in the world after Ragnarok. Characters with the Resources skill (see Fate Core, page 122) would have a wide variety of goods they can use as the equivalent of tender—cold, hard cash still works in more civilized parts of the world, and silver and gold still carry a wide appeal even on the frontier. When you get out into more dangerous territory like the Poisoned Lands, bullets, food, potable water, and other survival gear become way more valuable than any currency.
The upshot of this is that your character really shouldn’t have the Resources skill at all unless the campaign is set somewhere where people still use money or you have a stable proximity to whatever the source of your wealth is. Trade goods need to be stockpiled somewhere, whether that’s on a traveling caravan or in a secure vault. It’s hard to get your patrons at Rhodes to send goods to barter with when you’re deep in a cavern talking to the tribe that lives there.
Also, in this setting Resources is a fragile skill, which creates problems if you draw on it repeatedly in a short amount of time. The 1940s was not an age of instant credit and ATM cards, and things are even worse after Serpentfall. Therefore, the use of Resources has some special rules.
Any time you roll Resources and get anything other than a success with style (see Fate Core, page 132), you earn an aspect reflecting your diminished access to immediate wealth, like Thin Wallet or Short on Inventory. Treat this like a situation aspect that affects you for every scene until the end of the session—you may get compelled because of it, and characters may invoke it to your detriment. You get this aspect even if you choose to accept another major or minor cost as the consequence of a roll.
If you use your Resources again that session without getting a success with style, the aspect gets renamed to something worse, like Just a Few Pence Left or Nearly Broke.
If it happens a third time in the same session, you take the aspect Tapped Out. The only way you can use Resources again this session is by volunteering to do something to gain temporary wealth, like taking out a loan, making a deal on credit, agreeing to do a favor, or sacrificing something of great value. Rename the aspect to reflect the nature of your debt or sacrifice, like I Owe Boss Henry a Favor or I Have No Ammunition.
As long as you don’t go passed the Tapped Out stage, the aspect goes away at the end of the session. If you do, it sticks to you until an appropriate point in the story for that debt to be discharged or for you to recover your losses. This is widely dependent on situation: if your aspect is I Have No Ammunition, the next opportunity to restock and resupply will get rid of it. Boss Henry might hold that favor over your head for a while, though…