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rpg:gurps:core:wealth_and_influence

GURPS Core Resources: Wealth and Influence

Now you need to determine your position in your society: How much money do you have, what privileges do you enjoy, and how do others react to you?

Wealth

Wealth is relative. A middle-class American lives in more luxury than a medieval king, though he may have fewer gold coins in his basement. It all depends on the game world - see Tech Level and Starting Wealth. In most worlds, the range of standard starting wealth and income is relatively great, and your skills determine your job and income; see Economics for more information.

Personal wealth is rated in 'wealth levels.' A level of 'Average' costs no points, and lets you support an average lifestyle for your gameworld. The rest of these rules apply if you are unusually poor or wealthy, have a source of income that does not require you to work, or are in debt.

Wealth: Variable

Above-average Wealth is an advantage; it means you start with two or more times the average starting wealth of your game world. Below-average Wealth is a disadvantage; it means you start with only a fraction of average starting wealth. The precise meaning of each wealth level in a particular game world will be defined in the associated worldbook.

Dead Broke: You have no job, no source of income, no money, and no property other than the clothes you are wearing. Either you are unable to work or there are no jobs to be found. -25 points.

Poor: Your starting wealth is only 1/5 of the average for your society. Some jobs are not available to you, and no job you find pays very well. -15 points.

Struggling: Your starting wealth is only 1/2 of the average for your society. Any job is open to you (you can be a Struggling doctor or movie actor), but you don't earn much. This is appropriate if you are, for instance, a 21st-century student. -10 points.

Average: The default wealth level, as explained above. 0 points.

Comfortable: You work for a living, but your lifestyle is better than most. Your starting wealth is twice the average. 10 points.

Wealthy: Your starting wealth is five times average; you live very well indeed. 20 points.

Very Wealthy: Your starting wealth is 20 times the average. 30 points.

Filthy Rich: Your starting wealth is 100 times average. You can buy almost anything you want without considering the cost. 50 points.

Multimillionaire: 'Filthy rich' doesn't even begin to describe your wealth! For every 25 points you spend beyond the 50 points to be Filthy Rich, increase your starting wealth by another factor of 10: Multimillionaire 1 costs 75 points and gives 1,000 times average starting wealth, Multimillionaire 2 costs 100 points and gives 10,000 times starting wealth, and so on. 50 points + 25 points/level of Multimillionaire.

Wealth and Status

In some game worlds, Status is closely tied to Wealth. In a setting like this, if you are Wealthy or better, you get +1 Status for free. This bonus increases to +2 at Multimillionaire 1 and to +3 at Multimillionaire 2. No one may claim more than +3 Status from Wealth.

Independent Income: 1 point/level

You have a source of income that does not require you to work: stock portfolio, trust fund, rental property, royalties, pension, etc. Your monthly income is 1% if your starting wealth (adjusted for wealth level) per level of this trait, to a maximum of 20%. If your income derives from investments, you need not specify their value; this trait assumes that you cannot or will not invade your capital.

This trait is unrelated to wealth level. A Filthy Rich heiress has Independent Income… but so does an Average pensioner and a Poor welfare recipient.

Independent Income most often means your occupation is something like dilettante, retiree, or welfare recipient - not an actual 'job'.

However, you can have Independent Income and a job; just add the income from both sources. If you are wealthy, this allows you to work less than full time (e.g., 10 hours per week instead of 40, for 1/4 the usual salary) and still make a good living.

Debt: -1 point/level

You owe money. This could represent a loan, back taxes, child support, or alimony… or 'hush money' paid to blackmailers… or 'protection money' extorted by gangsters. You must make a monthly payment equal to 1% of your starting wealth (adjusted for wealth level) per level of this trait, to a maximum of 20%. Debt can accompany any wealth level above Dead Broke; plenty of multimillionaires owe significant amounts of money!

Your monthly payment is deducted from your monthly earnings at your job. If your job cannot cover your Debt, you have to pay out of your cash reserves, take a second job, or steal.

If you cannot pay - or choose not to pay - there will be trouble. For bank loans, this means repossession of your worldly goods. For alimony, child support, fines, or taxes, this means a court date. And if you owe money to the mob, you might end up being strongarmed into criminal activities… or staring down the barrel of a shotgun. The GM should be creative!

It is assumed that you cannot easily rid yourself of this obligation. It takes more than money to buy off Debt - you must pay off the points and work out a logical in-game explanation with the GM.

Starting Wealth

'Starting wealth' covers both money and property. Start with the amount of money your wealth level entitles you to for your game world. Buy the possessions you want to start with. Any unspent money is your 'bank account'.

Realistically, if you have a settled lifestyle, you should put 80% of your starting wealth into home, clothing, etc., which leaves only 20% for 'adventuring' gear. If you are a wanderer (pioneer, knight-errant, Free Trader, etc.), or Poor or worse, the GM might allow you to spend all your starting wealth on movable possessions.

The GM should not allow wealthy PCs to bankroll their poorer associates. This makes below-average Wealth little more than 'free points.' The GM might allow rich characters to hire poor ones. If so, he should make it obvious - through such means as NPC reactions (“Oh, so you're the hired help?”) - that the poorer PC is earning his disadvantage points by giving up some of his independence.

Trading Points for Money

If you need a little extra money, you may trade character points for it - either at the time of creation or in play. Each point yields 10% of the campaign's average starting wealth. Money obtained this way can be saved, invested, gambled, spent on equipment, etc. You are free to spend as many points as you wish, but if you plan to spend more than 10 points, you would be better off just buying Wealth!

Unlike Wealth, points traded for money do not appear on your character sheet - they are gone. If you exercise this option during character creation, you are worth fewer points than your associates (but you are better equipped!)

You can also spend points on specific equipment, if it's key to your character concept. See Signature Gear.

Later Earnings

You can depend on your adventures to bring in money… or you can get a job. Remember that in many worlds, unemployment is cause for grave suspicion and bad reaction rolls.

If a poor PC becomes wealthy, the GM should require the player to 'buy off' the disadvantage with character points.

Tech Level and Starting Wealth

Tech level determines starting wealth, as technologically advanced societies tend to be richer. Below is a comparison of TLs and suggested starting wealth.

TL0: Stone Age (Prehistory and later). $250.
TL1: Bronze Age (3500 BC+). $500.
TL2: Iron Age (1200 BC+). $750.
TL3: Medieval (600 AD+). $1,000.
TL4: Age of Sail (1450+). $2,000.
TL5: Industrial Revolution (1730+). $5,000.
TL6: Mechanized Age (1880+). $10,000.
TL7: Nuclear Age (1940+). $15,000.
TL8: Digital Age (1980+). $20,000.
TL9: Microtech Age (2025+?). $30,000.
TL10: Robotic Age (2070+?). $50,000.
TL11: Age of Exotic Matter. $75,000.
TL12+: Whatever the GM likes! $100,000.

GURPS gives wealth and prices in '$' for convenience. The $ can stand for 'dollars', 'credits', 'pennies', or even units of barter. In a contemporary setting, $1 is a modern U.S. dollar. In other periods, $1 equates roughly with the amount of local currency needed to buy a loaf of bread or equivalent staple - not with historical U.S. dollars.

For example, in a high medieval society, each $ might be a copper farthing. In WWII-era America, each $ would convert to $0.10 in deflated 1940s-era dollars. And in a cyberpunk world with hyperinflation, each $ might equal $1,000 in grossly devalued 2030-era dollars! The GURPS $ is a constant, however. Variations in starting wealth by TL reflect increased prosperity due to civilization's progress - not inflation.

Worldbooks might give starting wealth, wages, and prices in local currency - historical U.S. dollars, British pounds, pieces of eight, etc. In such cases, they will always give a conversion factor to constant $.

Tech Level and Equipment

You enter play with 'starting wealth' appropriate to the campaign TL. If you are from a higher TL, you may start with access to the equipment of your personal TL. However, the price of an item of equipment is doubled for every TL by which its TL exceeds that of the campaign!

For instance, a TL8 character in a TL3 game world starts with the same $1,000 as everyone else at TL3. If he wants a TL8 assault rifle that normally costs $1,500, it costs him 32 times as much (five TLs of difference results in five doublings, or a factor of 32) - or $48,000 - since the rifle is far more valuable in a low-tech setting. He'd need to start with some Wealth!

There is no guarantee that high-TL adventurers will continue to have access to high-tech gear in play. If you want a piece of gear, then you should buy it when you start out. If your TL8 adventurer is dropped into a TL3 world with 100 rounds of ammunition for his assault rifle, then he had better use it wisely. Once it's gone, it's gone…

Reputation

It is possible to be so well-known that your reputation becomes an advantage or a disadvantage. This affects reaction rolls made by NPCs. A reputation has four elements: Details, Reaction Modifier, People Affected, and Frequency of Recognition.

Details

The details of your reputation are entirely up to you; you can be known for bravery, ferocity, eating green snakes, or whatever you want. However, you must give specifics. Reputation is, by definition, something noteworthy; there is no such thing as a 'generic' reputation.

Reaction Modifier

Specify the reaction-roll modifier that you get from people who recognize you. This determines the base cost of your reputation. For every +1 bonus to reaction rolls (up to +4), the cost is 5 points. For every -1 penalty (up to -4), the cost is -5 points.

People Affected

The size of the group of people who might have heard of you modifies the base cost:

Almost everyone in your game world (but not those from other universes - at least, not until they have met you!): x1.

Almost everyone in your game world except one large class (everyone but the French, everyone but Elves, everyone but offworld visitors): x2/3 (round down).

Large class of people (all people of a particular faith, all mercenaries, all tradesmen, etc.): x1/2 (round down).

Small class of people (all priests of Wazoo, all literate people in 12th-century England, all mages in modern Alabama): x1/3 (round down).

If the class of people affected is so small that, in the GM's opinion, you would not meet even one in the average adventure, your reputation isn't worth points. This depends on the setting; for instance, mercenary soldiers are rare in some game worlds, common in others.

Frequency of Recognition

Either your name or your face is enough to trigger a 'reputation roll' to see if the people you meet have heard of you. Roll once for each person or small group you meet. For a large boost, the GM may roll more than once if he likes. The frequency with which you are recognized modifies the cost of your reputation:

All the time: x1.

Sometimes (roll of 10 or less): x1/2 (round down).

Occasionally (roll of 7 or less): x1/3 (round down).

Of course, your reputation extends only within a certain area. If you travel far enough away, the GM may require you to 'buy off' the disadvantage points you received for a bad reputation. (There is no corresponding bonus for losing a good reputation.)

Multiple Reputations

You may have more than one reputation, and your reputations can overlap. The GM should check each one before determining how an NPC reacts to you. Your total reaction modifier from reputations cannot be better than +4 or worse than -4 in a given situation.

Multifaceted Reputations

A single reputation can give different reaction modifiers with different groups, provided the groups do not overlap. Set the reaction modifier for each group, modify the cost for the size of the group, and then add up the resulting costs. Modify this total for frequency of recognition. The reputation is an advantage if the net point cost is positive, a disadvantage if negative. The final point cost may be 0, but you should still record it on your character sheet!

Example 1: Sir Anacreon has a reputation for fearless monster-slaying. This earns him a +2 reaction from those who recognize him. Everyone has heard of him (no modifier), and he is recognized on a roll of 10 or less (x1/2). He has a 5-point advantage. Example 2: The Green Dragon has a reputation as a crimefighter. He gets +3 reactions from honest citizens - which is almost everyone except the large class of dishonest citizens (x2/3) - for 10 points. He receives a -4 reaction from the underworld - a large group (x1/2) - for -10 points. The net point cost for his reputation is 0 points. If his player wished, he could specify a frequency of recognition, but the final cost would still be 0 points.

Biotech

Mass produced” bioroids or clone families may have to live down reputations based on what other examples of their type have done, due to a public perception that they are a puppets to their genes. This is especially likely if they are treated as products or slaves. For example, if it made the news that a Tiger Lily-series pleasure bioroid killed her owner and ran away, all Tiger Lily models may get a reputation as “dangerously unstable,” regardless of the events (e.g., that particular bioroid was being abused by her owner, and acted to save her life).

In a society where genetic testing is common, those known or believed to have a genetic defect may also face prejudice, even if they look perfectly normal. This differs from Social Stigma, where the stigma must be obvious to anyone for it to be worth points. Some bioroids or parahuman species may enjoy a positive reputation if members of their type have performed notable good works in the public eye.

Importance

Your formally recognized place in society is distinct from your personal fame and fortune. To influence others through established channels (as opposed to relying on popularity or bribery), you must purchase one or more types of social rank, each of which has unique benefits and drawbacks.

Status: 5 points/level

Status is a measure of social standing. In most game worlds, Status levels range from -2 (serf or street person) to 8 (powerful emperor or god-king), with the average man being Status 0 (freeman or ordinary citizen). If you do not specifically buy Status, you have Status 0. Status costs 5 points per level. For instance, Status 5 costs 25 points, while Status -2 is -10 points. Status also costs money to maintain.

Status is not the same as personal popularity (see Reputation) or the popularity of your racial or ethnic group (see Social Regard and Social Stigma). Status can sometimes influence others' reactions, but its main effect is to spell out where you stand in the social pecking order. In short, Status represents power.

High Status

Status greater than 0 means you are a member of the ruling class in your culture. Your family may be hereditary nobles (e.g., Plantagenet, Windsor), successful businessmen or politicians (Rockefeller, Kennedy), or some other type of big shots. You may even have achieved Status by your own efforts. As a result, others in your culture only defer to you, giving you a bonus on all reaction rolls.

High Status carries various privileges, different in every game world; your GM will give you this information. Note that any high-Status person is a likely target for kidnappers and social climbers, and that some criminal types hate 'the ruling class.'

Low Status

Status less than 0 means you are a serf or a slave, or simply very poor. This is not the same thing as Social Stigma. In medieval Japan, for instance, a woman could have high Status, but still get a -1 on reactions due to the Social Stigma of being female. A modern-day criminal could theoretically have any level of Status in conjunction with the Social Stigma of a criminal record.

The interaction of Status, Social Stigma, and Reputation can give interesting results. For instance, a person who is obviously from a lower social class, or even a disdained minority group, might earn such a reputation as a hero that others react well to him.

Status as a Reaction Modifier

When the GM makes a reaction roll, the relative Status of the characters involved can affect the reaction. The GM can roleplay NPCs as he likes, of course, but here are some general guidelines:

Higher Status usually gives a reaction bonus. When dealing with a social inferior, apply the difference between your Status levels as a reaction bonus - except, of course, when dealing with someone who resents Status. For instance, if you have Status 3, those of Status 1 react to you at +2, and those of Status 0 react at +3.

Lower Status may give a penalty. If you are dealing with a higher-Status NPC who is basically friendly, your Status doesn't matter (as long as it's positive). After all, the king has a far higher Status than his knights, but he reacts well to them… most of the time. But if the NPC is neutral or already angry, lower Status makes it worse (“How dare you, a mere knight, tell me my battle plan is foolish?”). Again, apply the difference in Status levels as a reaction modifier, but in this case it gives a penalty.

Negative Status usually gives a penalty. If your Status is so low as to be negative, those of higher Status always react badly to you. Apply the difference between your Status and the NPCs as a reaction penalty, but no worse than -4.

Recognizing Status

Status only affects reaction rolls if it is obvious to those around you. In some settings, your bearing, dress, and speech communicate your Status. Indeed, if you have very high Status, your face may be easily recognized - or perhaps the gaggle of servants that surrounds you gets the message across.

In other societies, you will have to produce physical proof (ID cards, signet rings, etc.), pass a test, or submit to ultra-tech or magical scans before you will be recognized. Status costs no fewer points in such societies; you may get fewer reaction bonuses, but you can also live a normal life, and it is far more difficult for someone to impersonate you.

Rank: 5 or 10 points/level

Specific sectors of society - e.g., the civil service, the military, and certain powerful religions - often have internal ranking systems, distinct from Status. If an organization like this has significant social influence, or access to useful resources, then its members must pay points for their rank within the organization.

Rank comes in levels. Each Rank has authority over those of lower Rank - regardless of personal ability. In most cases, there are six to eight levels of rank. The GM should determine the highest Rank available to starting characters, usually Rank 3-5.

Unlike Status, Rank costs no money to maintain. On the other hand, almost all forms of Rank come with a Duty. Rank often has stringent prerequisites, too - typically one of the traits given under Privilege or a minimum skill level. These things have their own point costs, not included in the cost of the Rank.

In a given society, there are usually several systems of Rank; the precise varieties depend on the game world. In most cases, you may hold more than one kind of Rank, although the GM is free to rule that holding one sort of Rank precludes holding another.

Rank may coexist with Status. If so, then high Rank grants additional Status at no extra cost: +1 to Status at Rank 2-4, +2 to Status at Rank 5-7, and +3 to Status at Rank 8 or higher. This represents society's respect for senior members of important social institutions. If you hold multiple types of Rank, then you may claim a Status bonus for each of them.

Alternatively, one form of Rank might replace Status; for instance, Religious Rank in a theocracy. In societies like this, Status does not exist. Each level of Rank gives all its usual benefits plus the effect of an equivalent level of Status.

Rank is worth 5 points per level if it coexists with Status, or 10 points per level if it replaces Status. Common varieties of Rank include:

Administrative Rank: Position within a governmental bureaucracy. When dealing with other administrators, differences in Rank work just like differences in Status. At TL5 and higher, a large bureaucracy might have several varieties of Rank: one per government department, and possibly extra categories for the senate, judiciary, etc. (Defense or law-enforcement officials use Military or Police Rank instead.) Note this on your character sheet; e.g., Administrative Rank (Judiciary).

Merchant Rank: Position within a national or transnational organization of merchants. This could be anything from the mercantile culture of the Aztecs (where Merchant Rank verged on being Status) to the “merchant marine” of a modern or futuristic society (where Merchant Rank often parallels Military Rank during wartime).

Military Rank: Position within a military organization. Each organization is structured differently. In general, personnel that are not specifically leaders will be Rank 0-2, while low-level officers and senior enlisted men will be Rank 3-4. Rank 5 and higher is normally limited to major commands and duties where the officer is responsible for extremely valuable or rare resources. Limited-duty officers, specialists, and personnel with little actual responsibility or command authority have a lower Rank in GURPS terms, despite possibly possessing titles identical to those of a higher Rank; represent this with one or more levels of Courtesy Rank (see below).

Police Rank: Position in a police force. Each agency has its own variety of Rank. You must buy Legal Enforcement Powers before you can buy Police Rank; this is the difference between a patrol officer (Police Rank 0, for 0 points) and an ordinary citizen (no Police Rank, also 0 points). Note that in a police state, there is no difference between Police Rank and Military Rank.

Religious Rank: Position in a religious hierarchy. Each religion has its own variety of Rank. You must buy Clerical Investment before you can buy Religious Rank; this is the difference between a novice (Religious Rank 0, for 0 points) and a layperson (no Religious Rank, also 0 points). Other common requirements include a minimum level of Theology skill and being of a particular sex or race. Differences in Rank work just like differences in Status when dealing with co-religionists and those who respect your faith.

Special Rules for Rank

A number of special situations might arise in play for those with Rank.

The Arithmetic of Rank

A more systematic treatment can be based on span of control: a leader or manager can keep track of about four or five subordinates, so each Rank should have that many subordinates at the next lower Rank. The GM can calculate Rank for the head of each unit suited to the number of men each named rank typically commands. For example, the U.S. Army’s V Corps, planned to have 24,000 men in 2011, would have a commander of Rank 7, regardless of what the Army called him.

Rank Command Example
1 Up to 5 Fireteam
2 Up to 20 Squad or Section
3 Up to 100 Platoon or Small Company
4 Up to 500 Company or Small Battalion
5 Up to 2,000 Battalion
6 Up to 10,000 Regiment, Brigade, or Small Division
7 Up to 50,000 Division or Corps
8 Up to 200,000 Army
+3 x100

In this treatment, officers outside the line of command may have fewer subordinates than their nominal rank implies. If so, give them actual Rank based on the size of their command, and additional Courtesy Rank to make them nominally equal to line officers.

In principle, Rank could extend upward without limit; an interstellar empire’s trillion-soldier army could have a Rank 18 commanding officer! But if any such society were a military dictatorship, with Military Rank replacing Status, the head of state would be six levels above the normal maximum Status 12 (see Variant Status Ranges). To avoid such incongruities, Rank should be limited to 12 levels. If the organization is bigger than the 100,000,000 personnel that normally go with Rank 12, there are two different ways to address it:

  • Increase the average span of control. Ultra-tech societies may have enhanced management techniques that can support huge organizations. An average span of 10 would let a Rank 12 superior command a trillion Rank 0 subordinates.
  • Subdivide rank into narrower gradations, and apply the span of control ratio between each two gradations. If Rank goes from 0 to 12 in steps of 0.2 (a total of 60 steps), a span of 4-5 for each step can accommodate 10 duodecillion subordinates at Rank 12 – equivalent to several million densely populated universes.

=== Variant Numbers of Ranks For societies in most historical settings, and for imaginary future societies on the same scale, a single organization that operates everywhere can plausibly have eight ranks. But a smaller or bigger society needs a different number.

For an organization in a minisociety, Rank 4 is a good limit. For example, apprentices in a mages’ guild could be Rank 0, journeymen Rank 1, and masters Rank 2-4 (for +1 imputed Status); the syndics of a large guild would be Rank 3, and the guildmaster Rank 3 or 4. Don’t use this limit with large, powerful city-states, especially if they have their own empires, like Rome or Baghdad; their organizations are big enough to justify Rank 8.

A macrosociety may support much larger organizations, allowing up to Rank 12; if so, Rank 11-12 gives +4 to Status. See The Arithmetic of Rank for a more detailed approach. Another option is finer divisions of Rank. The U.S. military, for example, has nine enlisted levels, five warrant officer levels, and 10 commissioned officer levels – a lot more than nine GURPS Ranks! The GM can define Ranks with in-between point costs; a Navy ensign might be Rank 3 for 15 points, a lieutenant junior grade Rank 3.4 for 17 points, and a lieutenant Rank 3.6 for 18 points. A very detailed system might have as many fractional ranks as there are distinct point costs!

Variant Costs of Rank

As an optional rule, the GM may define less respected forms of Rank with in-between level costs. Add up as many of the following as apply; if the sum is 0 or less, it’s too trivial to count as Rank:

Nominal Hierarchical Position With Title: 1/level. This amounts to Courtesy Rank. Every form of Rank must include it.

Chain of Command: 1/level. This means having subordinates who take orders, and/or superiors who give them.

Large or Small Resources: 2/level for large resources, 1/level for typical resources (most organizations), 0/level for small resources (volunteer organization with little or no budget). See The Benefits of Rank (Social Engineering, pp. 51-52).

Special Assets: 1/level. The organization can provide information using supernatural talents, obtain magical or high-TL gear, command spirit servitors, or the like.

Dominance or Uniqueness: 0/level for having it; -1/level for not having it. The organization is the only one of its type in its society or is much larger than its competitors.

Legitimacy: 2/level. The organization is regarded as serving society, the state, or the ruler or embodying ethical ideals, granting enhanced respect to those who work for it. Its members may have a Code of Honor, Sense of Duty, or Vow. Prerequisite: Dominance or Uniqueness; this prerequisite may be waived at the GM’s discretion.

Total Control: 4/level. The organization is dominant or unique in all institutional domains – it is, or it controls, the government. Prerequisite: Dominance or Uniqueness.

Which of these options a form of Rank includes determines its relationship to Status:

  • If an organization has total control, the Rank it grants replaces Status; each level of Rank has the same effects as a level of Status.
  • If an organization lacks total control but has dominance or uniqueness, or has legitimacy without dominance or uniqueness, the Rank it grants provides imputed Status, based on the point cost of the total Rank: no bonus for 0-9 points, +1 for 10-24 points, +2 for 25-39 points, +3 for 40-54 points, +4 for 55 or more points.
  • Rank granted by any other organization neither replaces nor contributes to Status. It may still confer Reputation (see

Organizational Reputation, Social Engineering, p. 52).

Standard Rank [5/level] encompasses position and title, chain of command, typical resources, dominance or uniqueness, and legitimacy. Rank that replaces Status [10/level] adds total control and grants large rather than typical resources. See New Kinds of Rank for other examples.

New Kinds of Rank

The GM may define new Rank advantages to fit a campaign setting. Here are some examples.

Guild Rank: Position within an organization that holds exclusive license to practice a profession in a city, and to enforce standards for it. This costs 2 points/level (1 for titles, 1 for typical resources, and 0 for dominance) and, as noted above, is typically limited to four levels. A nationwide guild can have a full eight levels.

Magical Rank: Position within a hierarchical professional association of mages. Similar to Guild Rank but also grants special resources, raising the cost to 3/level. The GM may choose to limit access to some magical abilities based on Magical Rank:

  • An apprentice mage (Rank 0) can only learn spells without other spells as prerequisites; each rank is allowed to learn spells with two more prerequisites, until Rank 8 gives unlimited access. Advantage prerequisites don’t count; an apprentice with Magery 1 or Empathy will almost always be taught Lend Energy.
  • Mages all start out with Magery 0; promotion includes special rituals that grant one level of Magery per Rank. Mages must pay both the point cost of Rank and the point cost of leveled Magery. For nationwide guilds, the GM needs to be willing to cope with Magery 8; alternatively, local mages’ guilds may only go up to Rank 3 and Magery 3.

Organized Crime Rank: Position within the mafia, yakuza, or a similar criminal syndicate with an official command hierarchy. Costs 2 points/level if the group is one of several competing organizations (1 for titles, 1 for chain of command, 1 for typical resources, and -1 for lacking dominance) or 3 points/level for a unified organization (as above, but 0 for dominance). The range of levels varies greatly, but should be consistent with the scale of operations.

Servant Rank: Position within the staff of a large household with many servants. Typically, 1 point/level (1 for titles, 1 for chain of command, and -1 for lacking dominance) up to no more than four levels. For the household of an emperor or powerful king, 2 points/level (1 for titles, 1 for chain of command, 0 for dominance) and up to eight levels.

Temporary Rank

Those of higher Rank may temporarily increase your Rank for a predetermined amount of time - until the end of a project, battle, etc. This process is called brevetting in the case of Military Rank. To keep temporary Rank, you must meet all the usual requirements and pay the appropriate point cost.

Courtesy Rank

Those who have formerly held Rank may retain that Rank as “Courtesy Rank” for only 1 point per level. Those who currently hold a title that carries little real authority may also take Courtesy Rank. Courtesy Rank is for social situations only; it gives you a fancier title.

Rank for Spies

Officers of national intelligence services often possess a special category of Military Rank, distinct from that of line soldiers. Employees of civilian intelligence agencies usually possess some variety of Administrative Rank instead. Finally, some counterintelligence officers are actually police, and hold Police Rank. Those playing spies should consult with the GM before purchasing Rank of any kind!

Privilege

You may buy special privileges within your society - e.g., a hard-to-obtain license, an “in” with an influential social group, or an exemption from certain laws - that allow you more latitude in your actions. Such advantages are not directly linked to Rank or Status. For instance, a spy with low Rank might have a “license to kill,” while his commander, a bureaucrat with much higher Rank, is bound by all the rules of polite society.

Privileges include the advantages of Claim to Hospitality, Clerical Investment, Legal Enforcement Powers, Legal Immunity, Security Clearance, Social Regard, and Tenure.

Social Restraints

Your social situation can instead deprive you of freedom. This can take many forms: an onerous obligation; the need to hide your deeds or lifestyle in order to avoid persecution; or widespread disdain for your cultural group, occupation, or social class. Such traits are considered disadvantages - see Duty, Secret, and Social Stigma. All of these traits are externally imposed. If you are limited by your values, see Self-imposed Mental Disadvantages instead.

rpg/gurps/core/wealth_and_influence.txt · Last modified: 2024/04/26 12:33 by wizardofaus_doku

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