Starting Wealth & Gear

 

Wealth - 

 

Every character has a Wealth bonus that reflects his or her buying power—a composite of income, credit rating, and savings. A character’s Wealth bonus serves as the basis of the character’s Wealth check, which is used to purchase equipment and services for the character.


Wealth Bonus


To determine a character’s starting Wealth bonus, roll 2d4 and add the wealth bonus for the character’s starting occupation, plus (if appropriate) the bonus from the Windfall feat, plus 1 if the character has ranks in Profession.


Over the course of play, the hero’s Wealth bonus will decrease as the hero purchases expensive items and increase as the hero gains levels.

A character’s Wealth bonus can never fall below +0, and there is no limit to how high the Wealth bonus can climb.


Since Wealth is an abstract concept, it’s sometimes difficult to determine how financially well off a character is. To get a general sense of how financially solvent a character is at any given time, check the table below.

 

Wealth Bonus

Financial Condition

+0

Impoverished or in debt

+1 to +4

Struggling

+5 to +10

Middle class

+11 to +15

Affluent

+16 to +20

Wealthy

+21 to +30

Rich

+31 or higher

Very rich

 

(In addition characters will start with 1d4 wealth bonus in credit ie. savings, credit card, checking etc.) This wealth cannot be used on starting equipment.

 

Starting equipment: Each character will be allowed to purchase up to 75 PDC's (Purchase DC) items worth of equipment.

 

 

 

NEW GEAR –

 

Spray Skin - 

 

This medical product is a can of gel-like spray used to treat severe abrasions. It is sterile, medicated, and air permeable, and it flakes off after about a week. Each can is good for only one use and automatically heals 1d6 points of damage without the need for a Treat Injury check. A successful Treat Injury check (DC 15), however, increases the healing to 2d6, plus an additional 1d6 per 10 points by which the check exceeds 15. A single character may not benefit from more than two spray skin cans per week.

 

Purchase DC: 8

 

Jump Start –

 

Emergency Medicine Injection:

 

Test tube sized cylinder. Needle in one end used to inject agent into the body.              1D8 +1d4 per level.

 

Foam gel in other end to be placed on wound for closer.

 

Can only be used once every 24 hours or there is a 3% chance of addiction, and 8 sleep is needed.

 

Purchase DC:  10