Friday, January 11, 2013

Pulp Fantasy Core--Wealth and Equipment

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


WEALTH
Characters' wealth should fall into three categories: poor, comfortable, rich. There are two aspects to these categories: perception and financial. Characters can look rich and have property, but are financially bankrupt. Characters can look poor, but be eccentric millionaires. Femme Fatale characters might be poor, but have a sugar daddy that keeps them comfortable. Players choose what level they are at based on whatever they find interesting. (Financially rich can only be picked if it's a chosen skill).

Financially, Poor means hand-to-mouth and really can't afford much on their own. You probably don't own any property (or only have very limited access). Comfortable likely means a steady job and can afford normal items and more extravagant stuff, like plane and ship tickets, occasionally. You may own a car and a home or nice apartment. Rich means you can afford whatever and likely have multiple properties and vehicles (including ships and planes). But maintaining all this stuff requires lots of income and responsibility. For characters that somehow fall into sudden riches during play, there should always be interesting complications because of it.

Characters are all required to have a source of income. This can be a regular job that works with their character class. It can be a job that dovetails with their class, like a professor, writer, or journalist. They can be wealthy from investments or a business. On the opposite end, they could scratching out an existence on odd jobs and commissions (and maybe some shady business dealings or maybe winning at the horseracing track). Somebody may even be taking care of them, and they essentially live on an allowance.

Decisions made about a character's wealth can make for good motivation for adventuring, as well as plot hooks for adventures. Characters should never be sitting out adventures for a lack of funds however. Poor characters may have to barter their skills (and future favors) in return for goods and services. Comfortable characters can maybe get their employers to cover expenses for an adventure if they can make a business case for it. Rich entrepreneurs are always hustling for new income. Wealthy dilettantes are always looking for new thrills.


STARTING EQUIPMENT
Players can simply pick out whatever common equipment they think their character should normally have. These are experienced characters after all. All characters should have a revolver at least for protection. Characters may have four small useful items on their person at all times, usually class related. These items may be defined during play. It is also recommended that each character have a distinctive, trademark item or piece of wardrobe, which they usually have with them.


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