Wealth Levels
From Sagataflwiki
(Creating the article with no content) |
(saving temp work (lunch break)) |
||
Line 1: | Line 1: | ||
<div id="top"></div> | <div id="top"></div> | ||
- | + | During character creation, two Wealth Levels may be modified as Perks. These modifications affect only the character's ''starting'' condition and so there is nothing "sticky" about these choices. | |
- | + | The two things, or stats, that can be modified, are Equipment Wealth and Cast, both starting at a value of 3, and being sellable down to 1, or improvable up to infinity. | |
- | + | ||
- | + | ||
<div id="tabcon"></div> | <div id="tabcon"></div> | ||
- | == | + | == BELs for Equipment and Cash == |
- | + | The BELs (Base Economic Levels) for Equipment Budget and Cash are 40f (farthings) of cash and 120f worth of equipment. These values are universal, applicable in all settings. | |
- | + | ||
- | + | 1f, one farthing, is 1/4 of a silver penny or denarius, and about 1000 farthings makes up a Carolingan pound of silver (the Carolingan pound is a bit lighter than the present day Imperial pound - figure 2500 to 3000 farthings makes up a kilogram of silver). In a modern campaign, 1f is approximately 25 Danish kroner as of the year 2000, or X Euros, or Y Pound Sterling, or Z US Dollars (re-calculate reasonables values fr XYZ, and consider upgrading DKK value for inflation). | |
+ | |||
+ | |||
+ | |||
== Advice == | == Advice == | ||
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious). | Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious). |
Revision as of 11:06, 4 August 2011
During character creation, two Wealth Levels may be modified as Perks. These modifications affect only the character's starting condition and so there is nothing "sticky" about these choices.
The two things, or stats, that can be modified, are Equipment Wealth and Cast, both starting at a value of 3, and being sellable down to 1, or improvable up to infinity.
Contents |
BELs for Equipment and Cash
The BELs (Base Economic Levels) for Equipment Budget and Cash are 40f (farthings) of cash and 120f worth of equipment. These values are universal, applicable in all settings.
1f, one farthing, is 1/4 of a silver penny or denarius, and about 1000 farthings makes up a Carolingan pound of silver (the Carolingan pound is a bit lighter than the present day Imperial pound - figure 2500 to 3000 farthings makes up a kilogram of silver). In a modern campaign, 1f is approximately 25 Danish kroner as of the year 2000, or X Euros, or Y Pound Sterling, or Z US Dollars (re-calculate reasonables values fr XYZ, and consider upgrading DKK value for inflation).
Advice
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).
Please note
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.
Mini-FAQ
Put in sub-sections (three ='s) each containing multiple Q&As, and insert a blank line between each individual Q&A.
sub-section
Q:
A:
Q:
A:
The world
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.
World impact
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).
The Ärth setting
Talk about how this trait appears and functions in the Ärth historical fantasy setting.
Design Notes
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.
Quick mini-glossary
Explain terms of great relevance to the subject matter of the article here, but not terms that are of generally great importance (e.g. RD).
See also
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember
linebreaks before or after (but not both!).
link
link
Table to use
A | B | C |
---|---|---|
1 | 2 | 3 |
4 | 5 | 6 |