Starting money for Characters above first Level
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Starting money for Characters above first Level
so, i'm about to enter into my first palladium game. my GM and I both love and he's been wanting me to try HU, so yay! I've had a concept in mind for a few years, an established hero whose been active for 7 years. becasue of how long she's been active, my gm had me roll a dice to determine her level, and it came out level 4. i got most of it done, but i'm on equipment and can't find the rules for characters stating above level 1. i got the life savings and the random dice roll but can't find for higher. if anyone knows where to look, please help.
Re: Starting money for Characters above first Level
You and your GM need to think about your character's day job, and living expenses, and what percentage of their after-tax pay they could reasonably save in the amount of time it took to get to 4th level. HU is a game unlike most, in that "loot" from defeated villains doesn't often enter into play, so any money must be from more mundane sources (usually).
Re: Starting money for Characters above first Level
The HUGMG has salaries for various occupations. You cound set a percentage of that as savings per level. Maybe with a disposition modifier.
Honestly though, I'd just try to figure out what equipment makes sense for an established crime fighter of the character’s type to have and ask the GM if I can have it. And suggest that the character be part of a team or agency to justify the resources if the character’s day job couldn't cover them.
Honestly though, I'd just try to figure out what equipment makes sense for an established crime fighter of the character’s type to have and ask the GM if I can have it. And suggest that the character be part of a team or agency to justify the resources if the character’s day job couldn't cover them.
- ShadowHawk
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Re: Starting money for Characters above first Level
not to sabotage your pay, but I have made forth level in under 1 month. though I did gamed for like 30 hours on the weekend, with 4-5 GMs who gave new meaning to the term cooperative gaming (we would go though 1 "subplot/short adventure" in between 2 and 5 hours, and jump into another GM's adventure. Finish about 5-10 subplots then take on a BIG PLAYER boss 40% of the time we would underestimate their abilities.)
5 hours on Friday, 15 hours on Saturday, and 10 hours on Sunday, on a regular basis. but we had a great group dynamic.
5 hours on Friday, 15 hours on Saturday, and 10 hours on Sunday, on a regular basis. but we had a great group dynamic.
Re: Starting money for Characters above first Level
thank you everyone for your thoughts. i'm going to show him this thread and we can work from there. the HUGMG is a great suggestion
Re: Starting money for Characters above first Level
Thinking about this, I think it would also be totally reasonable for the GM to allow successful Business & Finance rolls to increase the monthly amount by a set percentage (different for scholastic and secondary versions of the skill), as long as failed rolls also decrease that monthly amount by a similar percentage - to represent successful or failed investments.
EDIT to add: A GM could also allow a character to use skill rolls (a certain number per day, or per week) to establish "job performance" - which the GM could use to give raises - or to have the character lose their job after a certain number of failed rolls.
But then we get into some Peter Parkering. (A new term I just coined wherein RPG characters get bogged down by real-world concerns that interfere with super-heroics)
EDIT to add: A GM could also allow a character to use skill rolls (a certain number per day, or per week) to establish "job performance" - which the GM could use to give raises - or to have the character lose their job after a certain number of failed rolls.
But then we get into some Peter Parkering. (A new term I just coined wherein RPG characters get bogged down by real-world concerns that interfere with super-heroics)