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DC ADVENTURES

WEALTH
AP Dollar Value $25.00 $50.00 $100.00 $200.00 $400.00 $800.00 $1,600.00 $3,200.00 $6,400.00 $12,800 $25,600 $51,200 $102,400 $204,800 $409,600 $819,200 $1,638,400 $3,276,800 $6,553,600 $13,107,200 $26,214,400 $52,428,800 $104,857,600 $209,715,200 $419,430,400 $838,860,800 $1,677,721,600 $3,355,443,200 $6,710,886,400 $13,421,772,800 $26,843,545,600 $53,687,091,200 $107,374,182,400 $214,748,364,800 $429,496,729,600 $858,993,459,200 X2

JAYSONS HOUSE RULES


MAKING PURCHASES
Any time the character wishes to make a purchase, he must make two checks; a Bartering Check and a Purchase Check. If both checks succeed, the character has purchased the item. If the character purchased a Device, he must spend Power Points for the Device before the end of the session, or he looses the item (or must reserve it for Power Stunts). Bartering Checks The character must make an opposed check against the other party using one of the following Skills; Deception (to trick the target into accepting a bad deal), Expertise (Appraisal of X, Trading, etc.), or Persuasion. The victor may move the AP cost of the item by 1 AP per degree of success in his favor. Example: Bruce Wayne wants to buy LuthorJet Corp. from Lex Luthor, whom has set the AP cost at 22. They make opposed checks, with Bruce pitting his Deception 8 (+15) (trying to disguise how much he really needs this purchase to undermine some of Luthors power in Gotham) against Lexs Expertise: Business 7 (+18). Bruce rolls a 14 for a total of 29, while Lex rolls a 5 for a total of 23. Bruce wins the roll, with two degrees of success, so he lowers the AP cost to 20. Purchase Checks Now the character must make a Purchase Check to see if he can afford the item. He makes the check using his Center Point as his Ability. The APs of Cost +10 serve as the difculty. Such a purchase has an effect on the characters standing Wealth. Subtract the Cost APs from the Wealth APs to see the characters Standing Wealth for making other purchases. Wealth APs recover at the Wealth Rank in APs per week. However, for each degree of success on the Purchase Check, the character gets an additional recovery during the rst week. Each degree of failure delays recovery by one week. Example: Bruce has Rank 5 Wealth, giving him a Center Point of 20 APs. LuthorJet costs 20 APs as well, making the Difculty Class 30. He rolls a 19, for a total of 39. Again he gets two degrees of success, so even though Bruce has zero APs of Wealth for the remainder of the week, he will recover 15 APs the following week. By the end of two weeks, hell have restored his Wealth to normal.

Characters in DC Adventures can make purchases based on their wealth and the cost of items. Rather than keep a bookkeepers ledger for the team, characters can use the following optional rules for determining if they can afford an item.

-5 -4 -3 -2

PURCHASES AND POWER POINTS


Characters can purchase Equipment and Devices using this system. However, if a player wishes to make the Device a permanent feature of the character, he must pay Power Points for it, or else he looses it (except maybe as an occasional Power Stunt).

-1 0 1 2 3 4 5 6 7 8 9 10 11 12

BENEFITS OF WEALTH
As stated in the Heros Handbook, Chapter 5: Advantages, characters can possess a Benet called Wealth, which increases the characters nancial and material resources. Below you will nd a recap of the Ranks of Wealth. You will notice two additional Ranks of Wealth; Poor and Destitute. While not true Ranks, they represent two versions of the Poverty Complication you can get for your

Rank 5 4 3 2 1 0 -1 -2

Wealth Billionaire Multi-Millionaire Millionaire Independently Wealthy Well-Off Average Poor Destitute

Center 20 15 10 5 2 0 -2 -4

13 14 15 16 17 18 19 20 21 22

character. Playing up Poor gets you one Hero Point to spend, while Destitute gets you Two Hero Points if you play it correctly. Each Rank of Wealth centers on a point on the Wealth Ranks and Measures table (center of this page). Wherever the character makes a purchase, his Wealth determines the characters Ability to afford purchases (see Making Purchases, below).

23 24 25 26 27 28 29 30 +1

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