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.
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
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