The Wealth and Signature Gear advantages continue to be full of issues despite the changes in DF1. Instead of buying Wealth or Signature Gear, characters may trade CP for cash at the rate of 1 point for $250. Signature Gear becomes a perk that provides 'plot protection' to a single piece of gear the character owns. The new advantage 'Connections' represents characters who are well connected In Town, while 'Disfavored' is the disadvantage for characters who have a hard time making deals.
5, 10, or 15 points.
Prerequisite: Net positive reaction modifiers In Town Your character has connections that allow him to readily sell the proceeds from his adventuring exploits. This may represent knowing a good fence, being a member in good standing of the Merchants' Guild, or being a member of the nobility who is exempt from taxes. The basic rate of return for sold items is 40% of their 'book' value. For 5 points, your character gets 60% of book value; for 10 points, 80%, and for 15 points, 100%.
Connections substitutes for the Wealth advantage at character creation.
Completely legal: You have very few contacts with criminals. Treat your level of Connections as 1 lower when haggling with Streetwise. Also, the GM rolls 3d when you go to market. On a 16+, one of the 4 most expensive items you intend to sell is stolen! -20%.
Underworld: Most of your connections are through the black market. Treat your level of Connections as 1 lower when haggling with Merchant. Also, the GM rolls 3d when you go to market. On a 16+, one of the 4 most expensive items you intend to sell is confiscated! -20%.
-5 or -10 points
Your character, for whatever reason, does not make good deals while In Town. Maybe he doesn't understand negotiation, or he may be disliked by all shopkeepers, or possible he insists on paying his taxes in full and refuses to take tax breaks he's entitled to. For whatever reason, stuff he sells is worth less than normal. The basic rate of return for sold items is 40% of their 'book' value. For -5 points, your character gets 20% of book value and for -10 points he gets 0%. Even a character with Disfavored 2 may attempt Reaction rolls and haggling to get a better price.
You have a distinctive, valuable possession. This gear is as much a part of your personal legend as are your reputation and skills. Acquire this possession normally, with starting Wealth, Trading Points for Cash, or by adventuring.
If you misplace Signature Gear or sell it unwillingly, or an NPC steals or confiscates it, the GM must give you an opportunity to recover it in the course of the adventure. If it is truly lost forever through no fault of your own, the GM will give you back your points (or replace the item with another of equal value). However, should you sell or give away your Signature Gear of your own free will, or fail to successfully recover it when given the chance, it is gone, along with the points spent on it!
Each point in Signature Gear protects a single piece of combat equipment, such as a weapon or suit of armor. Alternately, any amount of non-combat gear can be protected as long as it is integral to the character concept (ie, books for a Scholar or camping gear for a Scout).
You may provide Signature Gear protection for a single piece of non-magical, non-armor clothing as a 0-point feature. This might be a favored fedora, sash, or jacket, for instance.
- Character Creation for the Borderlands game