Business Venture-variable cost
This advantage represents a partnership with a merchant, artisan or other businessperson. In exchange for an investment by the character the businessman will use the money to generate income for both parties. The cost of the advantage is based on three factors: Partner's Skill, Investment Percentage and Overhead. All money earned by the character is calculated after any fees associated with business are paid; i.e. living expenses of the partner and improvements to the business.
-Partner's Skill is the skill of the partner and represents the likelihood of successfully earning income that month.
-Investment Percentage is the amount of money invested in the business venture by the character.
-Overhead is the amount money used by the partner to administer the character's investment. Overhead comes out of the character's income earned from the investment percentage.
Costs
Skill Investment Percentage Overhead
12 1 point 100% x1 60% x.5
15 2 points 75% x2 40% x1
18 3 points 50% x3 20% x2
20 4 points 25% x4
Cost Example: Malus invests $5,000 with William. William has an 18 skill as a merchant, 3 points. The $5,000 is equal to 25% of William's business, x4. The overhead they agree on is 40%, x1. Total cost to Malus is 12 points.
Earning Example: William's job is Master Merchant, which earns $175 x Skill every month. In the month of Eadoll he grosses $3,150. William's expenses are $800. Malus would earn 25% of $2,350 less the 40% overhead for a total of $352.
Total amount earned by the venture: 175 x 18= 3,150
Net profit of the venture: 3,150-800= 2,350
Amount earned by investment percentage: 2,350 x .25= 587.5
Amount used by partner to administer investment: 587.5 x .40 =235
587.5-235=352.5 rounded down to 352
Wealth Levels
If you have Business Venture you can exchange $2,000 for 1 character point towards wealth. To increase your Business Venture advantage the exchange rate is $4,000 per 1 character point.
Fast Learner 1 pt/level up to 20 levels
This advantage can only be bought during character creation. At any time during play the character may learn a new skill by spending 1 point of Fast Learner, only one point may be spent this way. The skill is gained at the level that spending 1 character point would give.
Heroic Fortitude 1pt/level
The mark of a true hero is to get back up after being knocked down and continue fighting the good fight, to this end I am introducing heroic fortitude. This will represent the ability of a hero to come out of a battle with only minor cut and scrapes, but even the greatest heroes sometimes are injured and die so there is a limit to the amount of heroic fortitude a character can have. If damage is taken, it is subtracted from your heroic fortitude points before being applied to your regular hit points. Any damage taken will reduce your heroic fortitude by the amount of damage suffered. Heroic fortitude restores at the rate of 1 point per day regardless of physical activity, complete rest will restore 5 points per day. You may buy heroic fortitude equal to 5 times your hit points.
Example: Bob the Mighty has HT and HP of 12 with a Heroic Fortitude of 20. He is also wearing leather armor. Fred the Ferocious hits Bob for 12 points of cutting damage. 10 points get through Bob?s armor, which becomes 15 due to the cutting modifier. This reduces Bob?s heroic fortitude to 5. Bob has yet to take any "real" damage so he sneers at Fred, "Ha. Merely a flesh wound," and continues to fight.
This is a cinematic advantage but I think it will make the whole experience more enjoyable and make it possible to achieve that elusive "hero" status.
Fate Pool 1pt/level
The Fate Pool is a measure of the sheer luck some adventures possess. You may decide to allocate experience point to your fate pool for use on future rolls instead of increasing your abilities. There is no maximum to the amount of points you may allocate to your fate pool. Having a large fate pool also confers certain advantages that remain as long as you have the required number of points.
Advantages
10 points-Charisma+1
15 points-Charisma+2
20 points-Serendipity+1
25 points-Luck
30 points Charisma+3
35 points-Serendipity+2
40 points-Charisma+4
45 points-Extraordinary Luck
50 points-Blessed
Damage Reduction
Spending one of your fate pool points will negate 1 point of damage. The damage reduced is after all DR and modifiers have been applied.
Priest and Fate Pools
The only way priests can store character points to use for their Level 3 abilities is to put them into the Fate Pool.