Everybody needs it, and no one ever has enough… Even in a game with so much narrative abstraction like USR, money is something to consider. After all, it’s the most classic of roleplaying game goals (slay the dragon to collect its treasure). But in USR, heroes don’t start with money, and don’t have a “shopping list” of weapons or other equipment. Domino Writing-style USR does limit characters to 4 Combat Gear points of weapons and armor, though that’s pretty abstract too: it’s really about the bonus, not the actual item that the character is buying.
A simple way to represent money is as an Influence, a temporary Specialism with a bonus of +1 to +3. The bonus, in this case, is how much money the character has. The warrior and wizard splitting the dragon’s hoard get an influence of Treasure Hoard +2, at least until it’s spent on wine, women, and song (for the warrior), and valuable spell components (for the wizard). The thief who steals the rare diamond has an influence of Reputation +1 — he can’t sell the diamond, after all, but everyone in the black market community knows he pulled off the audacious caper. And the Billionaire +3 can do quite a bit with his money, though an enemy with the Corrupt Businessman +2 Specialism might try to instigate a hostile takeover, in the form of several Ego and Wits-based die rolls.
Now that you’ve represented the character’s wealth with a Specialism, what can you do with it? As mentioned, it can assist in Wits and Ego die rolls — for example, roll Ego to pay off the right people and smuggle goods over the border, or roll Wits to determine the value of a famous painting (it takes money to know money, you see).
It’s less common to use a money-related Specialism with an Action die roll, but you could transform a point of bonus into a Combat Gear point, if your game master allows. In that case, your character is buying a new weapon or item. Obviously, a Treasure Hoard +1 should purchase more than a single Sword +1, but it’s balanced by the guideline that the bonus granted by the treasure will gradually disappear, while the sword is more or less permanent. These extra Combat Gear points can even be translated into extra Narrative Points: when things look their most desparate, the hero pulls out his credit card and is back in action.
For a character whose net worth is a fundamental part of their background (i.e., an actual Specialism, not a temporary one), consider these.
Not Important: +5
This character is from a society that does not care about money, like an alien race, or has the ability to create money at any time.
This character is head of a major multinational corporation or foundation, or is a member of a nation’s royal family, and has almost unlimited access to funds and technology. He or she has multiple residences and forms of transportation.
This character is a self-made millionaire or celebrity. He or she has a large house and expensive transportation (like a carriage or luxury car).
This character works for a government agency, army, or other organization that takes care of living expenses and gear.
This character has a steady day job that brings in decent pay, or some other way of making ends meet without much worry. The character can occasionally afford a major expense. He or she has a house and access to typical transportation for the time period (horse, automobile, or starship).
The character has difficulty finding enough money to pay the bills at the end of the month, and has to skip some basic necessities from time to time. The character has very little money, few items and may be homeless or nomadic. The character depends on friends and family for support. He or she has a small residence (such as a wooden hut or apartment), and an inexpensive means of transportation (mule, bicycle, old car, etc.).
This (and Comfortable) isn’t really a Specialism, but helps give perspective on the other financial statuses, and could be an interesting roleplaying challenge… and it gives me an idea for next Wednesday’s post.
How much money does your hero have?