Step 9 Wealth:

Each character has two resource pools during creation, Starting Money, and Cash on Hand.

Starting Money is an indication of money spent prior to the start of game play and can be used during character creation 30 to purchase equipment and weapons. Additionally, each character has a lifestyle which includes housing and other resources determined by their starting money level, Lifestyle is covered in more depth in Step 9. After purchasing equipment, any unspent starting money converts in to Cash on Hand at the start of game play.

Cash on Hand can not be used during character creation and is intended to be a resource pool used for in game transactions, El Trolley and taxi fare, food, bribes, or in game equipment purchases.

Each class comes by their living differently, and therefore has a different formula to determine the amount of money available. Following is a list of the Class Categories and the way they come by their money. They are listed in the order they appear in the class list.

Law Enforcement:

Some law enforcement agencies have ranks, and some do not. In the case of those that use ranks, the pay they receive is directly related to the rank they hold.

In either case, rising through the ladder requires a combination of political skill, and time on the job. Soc + Exp / 2= Score. The resultant score will tell you your rank, in the case of agencies that use rank, and in either case the amount of Starting Money, as well as Cash on Hand.

Law Enforcement officers with a score of 1-15 receive a duty issue weapon Colt Official Police Revolver, 2 revolver quick loading tools, 50 rounds of ammunition, handcuffs, and police issue baton.

Ranks 16-20 receive the above, but with the option to select a Colt Detective Special instead of the Police Revolver.

FBI agents rank 16 and above may choose a Colt Super 38 instead of other weapon choices.

Police sharpshooters may select a Remington Model 30 instead of a handgun.

Score Starting Money Cash on Hand Housing Options Lifestyle Points Police Rank
1-4 $39.00 $5.00 Bad Neighborhood Old Town 7 Officer
5-7 $56.00 $9.00 Bad Neighborhood Old Town, Bad Neighborhood Progress City 8 Trooper First Class
8-11 $85.00 $12.00 Bad Neighborhood Old Town, Bad Neighborhood Progress City 10 Corporal
12-15 $115.00 $18.00 Old Town, Progress City, Landside Avalon City 12 Sergeant
16-17 $200.00 $26.00 Landside Avalon City, Progress City, Old Town 18 Lieutenant
18-19 $360.00 $55.00 Landside Avalon City, Oceanside Avalon City 25 Captain
20 $500.00 $135.00 Landside Avalon City, Oceanside Avalon City 28 Major

Military:

Military pay is directly affected by rank, more rank is higher pay. Moving up in rank is largely determined by the decision of commanding officers, time served has some affect, but less so than in other organizations. Soc + Soc + Exp / 3 = Score.

Military personell with a score of 1-15 receive a duty issue weapon 1903 Springfield, 2 stripper clips, 50 rounds of ammunition, a duty uniform and a dress uniform.

Ranks 16-20 receive the above, but with the option to select either a Colt 1917, or Colt 1911 instead of the Police Revolver, and 2 magazines or 4 moon clips instead of stripper clips

Rocket Infantry are issued a Mauser C-96 instead of any above firearms and 2 stripper clips.

Snipers receive a Weaver x3 Rifle Scope.

Score Starting Money Cash on Hand Housing Options Lifestyle Points Army Rank Navy Coastguard Rank Marines Rank
1-2 $35.00 $1.88 Old Town Barracks 5 Private
Seaman Recruit
Private
3-4 $38.00 $3.00 Old Town Barracks 6 Private First Class
Seaman Apprentice
Private First Class
5 $40.00 $6.00 Old Town Barracks, Bad Neighborhood Old Town 7 Lance Corporal
Seaman
Lance Corporal
6 $45.00 $7.50 Old Town Barracks, Bad Neighborhood Old Town 7 Corporal
Petty Officer Third Class
Corporal
7 $50.00 $8.00 Bad Neighborhood Progress City, Old Town Barracks, Bad Neighborhood Old Town 8 Sergeant
Petty Officer Second Class
Sergeant
8 $60.00 $9.00 Bad Neighborhood Progress City, Old Town Barracks, Bad Neighborhood Old Town 9 Staff Sergeant
Petty Officer First Class
Staff Sergeant
9 $70.00 $12.00 Progress City, Old Town Barracks, Old Town 10 Sergeant First Class
Chief Petty Officer
Gunnery Sergeant
10 $80.00 $13.00 Progress City, Old Town Barracks, Old Town 11 Master Sergeant
Senior Chief Petty Officer
Master Sergeant
11 $98.00 $14.25 Progress City, Old Town 13 Sergeant Major
Master Chief Petty Officer
First Sergeant
12 $98.00 $14.25 Progress City, Old Town 13 Sergeant Major
Chief Warrent Officer
Master Gunnery Sergeant
13 $125.00 $30.00 Progress City, Old Town 14 Warrant Officer
Chief Warrent Officer 2
Warrent Officer
14 $155.00 $40.00 Progress City, Old Town 15 Chief Warrent Officer
Chief Warrent Officer 3
Chief Warrent Officer
15 $185.00 $50.00 Progress City, Old Town, Landside Avalon City 16 Chief Warrent Officer 3
Chief Warrent Officer 4
Chief Warrent Officer 3
16 $212.00 $60.00 Progress City, Old Town, Landside Avalon City 18 Chief Warrent Officer 4
Chief Warrent Officer 5
Chief Warrent Officer 4
17 $279.00 $70.00 Progress City, Old Town, Landside Avalon City 20 Chief Warrent Officer 5
Ensign
Chief Warrent Officer 5
18 $335.00 $80.00 Progress City, Old Town, Landside Avalon City 24 Second Lieutenant
Liutenant Junior Grade
Second Lieutenant
19 $400.00 $90.00 Progress City, Old Town, Landside Avalon City 26 First Liutenant
Liutenant
First Liutenant
20 $465.00 $108.00 Progress City, Old Town, Landside Avalon City 28 Captain
Captain
Captain

Intellectual:

The ability of the intellectual to make money varies based on the occupation. Intellectuals involved in academia are paid based on a combination of factors including tenure, publishing, actual products or research produced etc. Other intellectuals engaged in the corporate realm move through the ladder by their own work, ability to wrangle office politics, and their own brilliance and cunning etc. Soc + Soc + Exp / 3 = Score.

Score Starting Money Cash on Hand Housing Location Options Lifestyle Points
1 - 1 $30.00 $3.00 Slums Old Town 3
2 - 3 $35.00 $5.00 Slums Old Town,Bad Neighborhood Old Town 8
4 - 5 $40.00 $8.00 Bad Neighborhood Old Town,Slums Old Town 8
6 - 7 $45.50 $15.00 Old Town 8
8 - 9 $75.00 $25.00 Old Town,Progress City 10
10 - 12 $150.00 $50.00 Old Town,Progress City,Landside Avalon City 15
13 - 15 $300.00 $100.00 Old Town,Progress City,Landside Avalon City 20
16 - 17 $650.55 $300.00 Landside Avalon City,Oceanside Avalon City 30
18 - 19 $800.00 $400.00 Oceanside Avalon City,Central Avalon City 50
20 $950.55 $500.00 Oceanside Avalon City,Central Avalon City 70

Rogue:

The rogue relies heavily on his underworld contacts to make his living. Whether he needs a fence, needs protection, needs an inside man, etc. Many rogues do make a living on their own picking pockets or stealing silverware, however these are not terribly lucrative means of self employment. Soc + Soc + Per / 3 = Score.

Score Starting Money Cash on Hand Housing Location Options Lifestyle Points
1 - 1 $30.00 $0.11 Slums Old Town 3
2 - 3 $35.00 $1.35 Slums Old Town 4
4 - 5 $40.00 $2.12 Slums Old Town,Bad Neighborhood Old Town 6
6 - 7 $50.00 $3.00 Bad Neighborhood Old Town,Bad Neighborhood Progress City 8
8 - 9 $65.00 $5.00 Bad Neighborhood Old Town,Bad Neighborhood Progress City 10
10 - 12 $80.00 $15.00 Bad Neighborhood Old Town,Bad Neighborhood Progress City 12
13 - 15 $100.00 $35.00 Old Town,Progress City 15
16 - 17 $150.00 $50.00 Landside Avalon City,Progress City 17
18 - 19 $260.00 $80.00 Landside Avalon City,Progress City 20
20 $350.00 $155.00 Landside Avalon City,Oceanside Avalon City 25

Technical:

Technical professionals vary immensely in their income. The garage mechanic vs the country doctor vs the Chief of Surgery at a major hospital. The technical person derives more benefit from their own initiative and ability than do many other classes, and therefore their income is more often a direct result of their own skill. Men + Exp + Exp / 3.

Score Starting Money Cash on Hand Housing Location Options Lifestyle Points
1 - 1 $40.00 $5.00 Slums Old Town 3
2 - 3 $50.00 $8.00 Bad Neighborhood Old Town,Slums Old Town 8
4 - 5 $75.00 $12.00 Bad Neighborhood Old Town,Bad Neighborhood Progress City 8
6 - 7 $100.00 $20.00 Old Town 8
8 - 9 $150.00 $20.00 Old Town,Progress City 10
10 - 12 $200.00 $50.00 Old Town,Progress City,Landside Avalon City 15
13 - 15 $290.00 $75.00 Landside Avalon City,Old Town,Progress City 20
16 - 17 $370.00 $100.00 Landside Avalon City,Oceanside Avalon City 30
18 - 19 $450.00 $125.00 Oceanside Avalon City,Central Avalon City 50
20 $580.00 $200.00 Central Avalon City,Oceanside Avalon City 70

Parapsychology::

As the Applied Parapsychology Agent works in and through the FBI, Army, or Navy his wealth is determined by either the Law Enforcement or the Military pay scale. Additionally, the APK programs in the United States are less than one year old, and so have not had time to develop into a mature arm of the government. However, the FBI has granted a 1 time $10.00 bonus to those who complete the APK training regimen and elect to sign a contract to stay with the bureau for 5 years. The Army and Navy have a similar incentive program that offers a 1 time $15.00 bonus to those that agree for an automatic re-up upon completion of their program. These bonuses are applied to Cash on Hand.

Mercenary:

Mercenaries make money in direct proportion to their ability, and their talent for self promotion. Soc + Soc + Exp / 3.

Score Starting Money Cash on Hand Housing Location Options Lifestyle Points
1 - 1 $20.00 $3.00 Slums Old Town 3
2 - 3 $40.00 $5.00 Slums Old Town 4
4 - 5 $60.00 $10.00 Bad Neighborhood Old Town,Slums Old Town 6
6 - 7 $80.00 $15.00 Bad Neighborhood Old Town,Bad Neighborhood Progress City 8
8 - 9 $100.00 $20.00 Bad Neighborhood Old Town,Bad Neighborhood Progress City 10
10 - 12 $130.00 $35.00 Bad Neighborhood Old Town,Bad Neighborhood Progress City 12
13 - 15 $200.00 $45.00 Old Town 15
16 - 17 $260.00 $55.00 Landside Avalon City,Progress City 17
18 - 19 $315.00 $80.00 Landside Avalon City,Progress City 20
20 $375.00 $100.00 Oceanside Avalon City,Landside Avalon City 25