Commandments for Coin and Capital

     In the latest entry in "things I definitely should have considered while writing the original APRPG document," money! While you certainly could track currency as you do in most other RPGs, I find that the things people buy are often ridiculous and therefore subjective in terms of price. Plus, I really don't like to do more math than I have to. To that end, the Wealth system! 

    It's simple, really- just another 8-segmented tracker to go along with Harm and Stress. However, unlike the others, your Wealth filling up doesn't imply devastating consequences for a player character. This system also prevents players from becoming wealthy enough to purchase a small moon made entirely of gold, diamonds, and original Picassos. 


A List of Examples

  • 0 Wealth: Insignificant things/flavor items, such as a bottle of perfume, a stick of gum, a newspaper
  • 1 Wealth: Things of minor value, such as a piece of modest jewelry, a hint from a shady character, a meal at a decent restaurant
  • 2 Wealth: Things of moderate use, such as a common piece of gear, a week's stay at an inn, a very nice hat
  • 3 Wealth: Useful items, such as a specialized piece of gear, a hunting hound, a very nice hat
  • 4 Wealth: Slightly more expensive items, such as an old clunker car, a significant bribe, a truly magnificent hat
  • 5 Wealth: Expensive items, such as custom-made power armor, a decent apartment, a trained bear
  • 6 Wealth: Very expensive items, such as a new car, a mechanical prosthetic limb, a piece of advanced spellwork
  • 7 Wealth: Prohibitively expensive items, such as a yacht, a squad of elite mercenaries, a favor from an influential figure
  • 8 Wealth: The rarest of the rare, such as a single question answered truthfully, a very dangerous secret, a nuclear missile

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