Starting Wealth - Opinions Sought...

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Flynn
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Starting Wealth - Opinions Sought...

#1 Postby Flynn » Thu Mar 05, 2009 1:06 pm

Good Morning, All:

I am working on expanding on my Starting Wealth rules in regards to new characters coming into my fantasy game. I have tried to take into account the various Edges and Hindrances that affect starting wealth. In addition, in order to keep things quick and simple, I've created some treasure item tables inspired by WOTC's Magic Item Compendium and 4E PHB that organizes items by cost when creating characters above Novice rank. In the process of building these treasure tables, I recalled a number of very expensive items off of my campaign's equipment lists, and included them on the tables as well for mundane treasures. These tables are not yet complete, but they should provide enough information to give you an idea of what I am intending to provide to new players as they come into the game. The monetary values of each item is determined via formulas I am using for my specific campaign.

Please review the following and share your thoughts on the contents.

Thanks In Advance,
Flynn

BTW, as a side note, the abbreviation "SS" refers to "Silver Shillings", which are the base monetary unit of my campaign setting.

* * * * *

Starting Funds
All characters begin play with a certain amount of starting funds, reflecting the possessions that the hero has gathered over the course of events leading up to the beginning of play. The starting values are captured in the Starting Funds Table below. If a character chooses to spend an advancement point from selecting Hindrances on increasing their starting funds, they get this base value again.

Starting Funds (with Edges and Hindrances)

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Wealth Level       Starting Funds
Poverty Hindrance  250 SS
Standard           500 SS
Rich Edge          1000 SS
Very Rich Edge     2000 SS


Starting Play Above Novice Rank
In addition, characters that are starting out above Novice Rank also possess one or more treasure items that reflect the possessions they obtained over the course of their lives prior to starting play at a higher rank. In the Treasure Items Above Novice Rank Table below, characters are allowed to make the indicated number of choices from the given tables provided below. Each table allows a character to give up their choice on that table to make two choices on the next lowest table.
For example, a Heroic character with no Edges or Hindrances that effect starting wealth can select one choice from Table IV. Alternately, he could choose two items from Table III. He could even spend one of those choices to make two choices from the table below that one, so a Heroic character could select one item off of Table III and two items off of Table II instead of making just one choice off of Table IV, and have three treasure items instead of just one.

Treasure Items Above Novice Rank

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Rank        Poverty               Standard              Rich                  Very Rich
Seasoned    One from Table I      One from Table II     One from Table III    One from Table IV
Veteran     One from Table II     One from Table III    One from Table IV     One from Table V
Heroic      One from Table III    One from Table IV     One from Table V      One from Table VI
Legendary   One from Table IV     One from Table V      One from Table VI     Two from Table VI


Table I (up to 500 SS)

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* Horse, Riding
* Mundane Jewelry, Pearl Necklace
* Mundane Jewelry, Ruby Ring
* Potion (Novice Power, no Raise, up to 10 PP, no Arcane Skill required)
* Potion (Novice Power, with Raise, up to 5 PP, no Arcane Skill required)
* Potion (Seasoned Power, no Raise, up to 5 PP, no Arcane Skill required)
* Potions, Two (Novice Power, no Raise, up to 5 PP, no Arcane Skill required)
* Scroll (Seasoned Power, up to 10 PP, requires Arcane Skill)
* Scroll (Veteran Power, up to 6 PP, requires Arcane Skill)
* Scrolls, Four (Novice Power, up to 5 PP, requires Arcane Skill)
* Scrolls, Two (Seasoned Power, up to 5 PP, requires Arcane Skill)
* Vehicle, Carriage


Table II (501-1000 SS)

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* +1 Armor(*) (+1 to armor's Toughness)
* +1 Shield (+1 to shield's Parry bonus and armor versus Ranged attacks)
* +1 Skill Booster (+1 to trait checks for a specific skill)
* Horse, Draft
* Mundane Armor, Scale Mail
* Potion (Novice Power, with Raise, up to 10 PP, no Arcane Skill required)
* Potion (Seasoned Power, no Raise, up to 10 PP, no Arcane Skill required)
* Scroll (Heroic Power, up to 10 PP, requires Arcane Skill)
* Scroll (Veteran Power, up to 12 PP, requires Arcane Skill)
* Vehicle, Cutter
* Vehicle, Sailing Boat
* Wand (One Novice Power, 10 PPs, requires Arcane Skill)
* Or two items from Table I


Table III (1001-2000 SS)

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* +1 Armor(*), half-weight (+1 to armor's Toughness)
* +1 Attribute Booster (increases Attribute score by one die type; i.e. d4 goes to d6, d12 goes to d12+1, etc.)
* +1 Shield, half-weight (+1 to shield's Parry bonus and armor versus Ranged attacks)
* +1 Weapon (+1 Fighting, Shooting OR Throwing, and +1 damage)
* Mundane Armor, Breast Plate
* Mundane Armor, Chain Mail
* Mundane Armor, Full Plate Armor
* Mundane Jewelry, Diamond Ring
* Potion (Seasoned Power, with Raise, up to 10 PP, no Arcane Skill required)
* Property, Craftsman's House with Shop
* Scroll (Heroic Power, up to 20 PP, requires Arcane Skill)
* Scroll (Veteran Power, up to 24 PP, requires Arcane Skill)
* Slave, Common
* Vehicle, Barge
* Wand (One Seasoned OR Veteran Power, 10 PPs, requires Arcane Skill)
* Or two items from Table II


Table IV (2001-4000 SS)

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* +2 Armor(*), half-weight (+2 to armor's Toughness)
* +2 Attribute Booster (increases Attribute score by two die types; i.e. d4 goes to d8, d12 goes to d12+2, etc.)
* +2 Shield, half-weight (+2 to shield's Parry bonus and armor versus Ranged attacks)
* +2 Skill Booster (+2 to trait checks for a specific skill)
* Scroll (Legendary Power, up to 15 PP, requires Arcane Skill)
* Staff (One Seasoned and One Novice Power, 10 PPs, no Arcane Skill required)
* Staff (Three Novice Powers, 10 PPs, no Arcane Skill required)
* Or two items from Table III


Table V (4001-8000 SS)

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* +2 Weapon (+2 Fighting, Shooting or Throwing, and +2 damage)
* +3 Armor(*), half-weight (+3 to armor's Toughness)
* +3 Attribute Booster (increases Attribute score by three die types; i.e. d4 goes to d10, d12 goes to d12+3, etc.)
* +3 Shield, half-weight (+3 to shield's Parry bonus and armor versus Ranged attacks)
* +3 Skill Booster (+3 to trait checks for a specific skill)
* Horse, War-Trained
* Property, Merchant's House
* Scroll (Legendary Power, up to 30 PP, requires Arcane Skill)
* Staff (One Heroic and One Seasoned Power, 20 PPs, no Arcane Skill required)
* Staff (One Heroic and Two Novice Powers, 20 PPs, no Arcane Skill required)
* Staff (One Seasoned and Four Novice Powers, 20 PPs, no Arcane Skill required)
* Staff (One Veteran and Three Novice Powers, 20 PPs, no Arcane Skill required)
* Staff (One Veteran, One Seasoned and One Novice Power, 20 PPs, no Arcane Skill required)
* Staff (Three Seasoned Powers, 20 PPs, no Arcane Skill required)
* Staff (Two Seasoned and Two Novice Powers, 20 PPs, no Arcane Skill required)
* Staff (Two Veteran Powers, 20 PPs, no Arcane Skill required)
* Vehicle, Galley, 40-Oared
* Or two items from Table IV


Table VI (8001+ SS)

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* +3 Weapon (+3 Fighting, Shooting or Throwing, and +3 damage)
* Property, Noble's Manor
* Slave, Expert
* Vehicle, Galley, 80-Oared
* Or two items from Table V


NOTES:
(*) - indicates that the armor must be purchased separately with starting funds, or with another selection from one of the tables, when considering the more expensive armor types.
Jason "Flynn" Kemp
Samardan Press
http://www.lulu.com/samardanpress
Stellar Reaches, a free fanzine for Classic Traveller and Traveller T20
http://stellarreaches.nwgamers.org/

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jeff
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#2 Postby jeff » Thu Mar 05, 2009 4:44 pm

It reminds me of the way you choose equipment in Lejendary Adventure.
In LA you pick off of a list based on what skills you have.
The day mutant zombies rise in my town is the day I get to be a hero.


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