Characters

Characters
Before any game can be played, each player must create a character. Characters are created as prescribed in the basic Fuzion rules with very little modification. It is a good idea to have a character concept in mind before you start to make a character.

You should have the Fuzion core rules handy. The character creation rules are pretty much universal, so any Fuzion powered RPG book should be adequate for making a character. Some of the special powers for other races (such as infrared vision, tracking sense, and so forth) are special superpowers, listed only in Champions: The New Millennium. However, they are also listed in the on-line Fuzion rules set, at the URL listed at the beginning of this document. If you do not have access to these powers, do not worry, the GM should be able to make a reasonable 'guestimate' about their nature.

The only other major documents you will need is Atomik Magick:2nd Edition, which is available from the Atomik Fuzion website, where you most likely retrieved this document. If you do not have Atomik Magick, or require addition Fuzion material, please visit the URL listed below.
Atomik.html.

Character Concept
For the Lodoss War RPG, characters are assumed to be adventuresome, heroic individuals (otherwise, they are just boring commoners). It is possible to play a more exotic or atypical RPG, where the PCs are common folk thrown into extreme circumstances and forced to quickly adapt and grow. PCs could also be mere soldiers, a group of quiet priests, or fortune-seeking merchants. The type of campaign the GM wishes to run will have a large impact on the design of the characters. Borrowing from the series, a well rounded adventure group may consist of at least a few fighters of varying types, a wizard, a cleric, and comic relief in some for or another (thieves are good for this).

Choosing your character's race and gender also has a large impact on the initial character design. The first step in generating any Fuzion character begins with rolling on his or her Lifepath Events. The character's Lifepath is an excellent way to develop his or her background and current standing in society. Based on the outcome of the Lifepath, you can decide if your character is more suited toward being a cold and unscrupulous thief, or a wise and patient Priest of Marfa. If you have already decided you want to play a Mage or Fighter, by all means, do so. But for much more interesting and unpredictable character generation, let the roll of the dice develop your character. After all, in reality, what we get is just the luck of the dice.

Game Settings
In Fuzion there are a number of game settings which must be considered. The first is Reality Level. Reality Level effects how many Characteristic Points, Option Points, and other such values are allocated to character generation. In Lodoss War, Heroic (50-60 CP, 40-50 OP) should be allocated. If this seems insufficient, the GM may up this to Incredible, but beyond that the power level of the campaign becomes more akin to a superhero campaign than a fantasy campaign.

Power Points (PP) are not used in Lodoss War, as superpowers do not exist. Only CP and OP have any relevance. If the GM wishes to give extra OP to help defer the cost of buying a Race (High Elf is especially expensive), he may, of course, do so.

Atomik Magick should be used for making characters such as priests and wizards. To use magic, an additional characteristic, like MAGE, EMNT, or HOLY, is required. CP for buying levels of MAGE must be used from the same CP pool used to purchase other characteristics (such as INT, WILL, and so forth). All spells are considered skills.

Races
The majority of characters should be human. However, there are a number of other races which are also possible. Standard PC races are Human, High Elf, Dark Elf, Half-Elf, Dwarf, and Halfling. Other races can only be used at the GM's discretion. Below is a quick reference table listing the character races and the OP it costs your character. For a detailed description of the race, please see the chapter on Races.

Race OP

Human

0

High Elf

23

Dark Elf

13

Half-Elf (Dark)

5

Half-Elf (High)

15

Dwarf

18

Halfling

6

Because the cost of High Elf is so high, it may seem impossible, or impractical, to get this race, which is somewhat disappointing. The high cost comes from the fact that they are Immortal, an extremely expensive advantage. To help lower the cost, additional complications can be given. The only type of High Elf which would go out an adventure with humans are very atypical of their race. Such high elves may have social complications, such as Bad Reputation among other elves, or may even be an Outsider to high elf society! Together, these two complications may generate upwards of 10-20 OP to alleviate the cost of this race. If you really want to play a high elf, talk to the GM about it and about other possibilities for lowering the cost.

Character Types
Unlike many RPG systems, Fuzion does not have character classes. A character can be designed any way the player chooses. However, to facilitate the more traditional fantasy RPG setting where there are basic character classes (Fighter, Mage, Thief, Cleric, etc.) twelve character templates have been listed below. They can be used as desired, or simple as a guideline for creating a character.

In similar style to templates used in other Fuzion games, the templates below list a Description, Recommend Skills and Options (Talents, Perks, etc.), and free starting equipment. Your character will get the listed equipment for free.

Fighter (Warrior)
Description: Fighter, adventurer, hero, brash young hothead -- all these names and many more describe that rare and often short-lived character who quests for some distant and impossible goal. He may be seeking a great and powerful magic item. He may be fighting to protect his village from evil. A fighter of this type is often driven by more than a want of gold or fame. Rarely will he himself know what drives him on his quest. Perhaps it is destiny. Perhaps he wants to change the world. Perhaps the adventure itself drives him onward. Adventurers are rare, those that live long, rarer still. But a true hero at heart who seeks the greatest of adventures may survive and become a legend.
Skills: Melee Weapon, Melee Evade, Riding (horse)
Options: Combat Sense, Renown
Equipment: longsword, scabbard, breastplate, chainmail sleeves, hvy. cloth pants, md. shield, leather boots

Soldier
Description: Soldiers are the fighting men of the army. Young, they are hopeful, naïve, quick to fight and quicker to die. Old, they are cynical, hard, skilled, and scared. It is a soldier's duty to lay down his life for King and Country, and is not a job for everyone. Being a soldier is a grueling task, and many are rewarded only with death. It is a brutal business, and many soldiers turn to brutality as way to forget the pain they bury inside. But those who fight with honor, those who are smart, skilled, and yes, even lucky -- they are the ones who become commanders, generals, and warlords. It's a bloody business being a soldier, but if you survive, you always come out on top.
Skills: Melee Weapon, Melee Evade, Riding (horse), Tactics
Options: Combat Sense, Blind Reaction, Ambidexterity
Equipment: broadsword, scabbard, hauberk, leather boots, half helm, md. shield

Mercenary
Description: Sword for hire, fighter of fortune, warrior of gold -- mercenaries are known by many names and come in every form. They are fighters, indeed, adventurers, who lend their sword and skill to the highest bidder. Many take whatever jobs they can get -- guarding a town gate, protecting a caravan, policing the streets of a crime infested town. Few are dumb enough to hire into an army, but some do. A few mercenaries are bound by personal codes of honor and only work for noble and honorable nations such as Valis, Flaim, Alan, or Moss. But many mercenaries work for pirates, raiders, bandits, and even the dark armies of Marmo.
Skills: Melee Weapon, Melee Evade, Riding (horse)
Options: Combat Sense, Renown, Contact
Equipment: longsword, scabbard, breastplate, arm greaves, leather pants, leather boots

Knight
Description: The knight is an elite soldier of a king. Though his rank and station may seem superior, so are his responsibilities and duty. Knights are bound by codes of honor that they must uphold, or risk being expelled dishonorably from the knighthood. As a knight progresses, and performs great deeds and acts of courage, he may be dubbed into an order of knighthood, such as the Order of the Lance, or the Order of the Lion. The greasiest and most revered title of all is Knight of Lodoss, a title that can only be bestowed by the King or Queen of Valis.
Skills: Melee Weapon, Melee Evade, Riding (horse), High Society
Options: Combat Sense, Ambidexterity, Wealth, Membership in Knighthood
Equipment: broadsword, scabbard, full platemail, full helm

Ranger
Description: Rangers are hunters, woodsmen, survivalists, and elite scouts. They are skilled in the arts of survival, concealment, and tracking. Some are soldiers, some are mercenaries, and for others it is simply a way of life. Rangers know how to survive for days, even weeks, alone in the wilderness without human contact. They can track their prey, or a foe, through the darkest forest. Rangers are often employed as military scouts or messengers, or to lead a party through a dangerous wilderness. Many Rangers may also have Shamanic magic.
Skills: Melee Weapon, Melee Evade, Survival, Tracking, Stealth
Options: Acute Sense, Direction Sense, Night Vision
Equipment: broadsword and scabbard or bow, hvy. leather vest, arm greaves, leather pants, leather boots

Thief
Description: A thief's profession is a criminal one. He steals not only to survive, but often a thief steals just to best another. Often, thieves are skill gamblers (and even better cheaters), and well versed in the art of con games. Thieves can never pass up a fat purse or rich treasure, but also know when something looks too good to be true. Thieves are not robbers, and make a point of it to anyone who accuses them as such. They take -- swiftly, quietly, and without harm -- from those who carelessly leave their valuables unguarded. Many thieves believe they are serving society -- better to steal from them now, and show them their weaknesses, than let them live in ignorance!
Skills: Melee Weapon, Gambling, Lockpicking, Slight of Hand, Stealth, Streetwise
Options: Common Sense, Double Jointed, Membership in Thieves' Guild
Equipment: large knife or throwing knife, leather jacket, leather pants, leather boots, lockpick kit

Mage
Description: Wizards, sorcerers, conjurers, enchanters... There are as many types of magic users as there are spells to cast. But mages are rare theses days. Only now is the lost knowledge of Kastuul being recovered. Only a few hundred individuals claim to be magicians, and most of them are fakes or too unskilled to be of any use. Yet, there are a few with great potential, and even some with great power. Older wizards are always searching for a young student with high potential to pass on the knowledge of ages so it will never be lost again. There are several magic systems available to magic users (mainly Sorcerer, Shaman, or Wizardry), and these are outlined in the next chapter.
Skills: Various spells, Thaumaturgy, Languages, Research, Teaching, Slight of Hand
Options: Eidetic Memory, Speed Reader, Wealth, Membership in Mages' Guild
Equipment: staff, robe

Priest (Cleric)
Description: Priest are holy (or unholy) men and women who follow the teachings of prophets and worship the ancient gods. Though the gods may have died long ago in the War of the Gods, their spirits still live on within the world. Their power can be seen and felt within all living things, and can be called upon to do great works of magic. Priests and clerics have a specially form of magic, called Clerical magic, which is different for every god or goddess. Some are good, some are evil. All can be quite powerful. See the next chapter for more information.
Skills: Various spells, Theurgy, Languages, Research, Teaching, Expert (your religion)
Options: Intuition, Membership in Religious Order
Equipment: dagger, robe, healer's bag

Merchant
Description: Merchants buy goods and products from farmers and craftsman, and sell them in markets and bazaars. Many merchants find it more profitable to bring goods from one end of the land to the other, jacking up the price and selling them as rare and exotic commodities. A merchant is always looking for a good way to fatten his purse, but he also has need to protect his interest. Merchants often hire fighters or mercenaries to guard their caravans or protect their holdings from bandits, thieves, and robbers. Most merchants are poor fighters, but some are skilled at swordsmanship. Many practice sword fighting as a hobby, but they are still not match for a true fighter.
Skills: Bribery, Business, Persuasion, Trading, Melee Weapon
Options: Common Sense, Contact, Favor, Wealth, Membership in Merchants' Guild
Equipment: dagger, wealthy clothes, jewelry (4 rp)

Barbarian
Description: Brutal and savage, a barbarian knows nothing but war and death. Most barbarians live on Marmo, though some also come from the hostile deserts of Flaim. Barbarians do not kill for money, or sport, honor, or duty. They kill for survival. They come from lands drenched in blood and care little for any life but their own. Barbarians are neither good nor evil, just as a wolf that hunts and kills is not evil. Even so, barbarians are not well suited for life among more civilized humans. A smart barbarian can adapt, and choose a path of good when he meets the crossroads between light and dark. Some Barbarian mages my have Shamanic magic (Barbarian Shamans).
Skills: Melee Weapon, Melee Evade, Riding (horse), Survival
Options: Blind Reaction, Combat Sense, High Pain Threshold, Rapid Healing
Equipment: claymore or great axe, breastplate, arm greaves, leg greaves, leather boots

Commoner
Description: The average man or woman rarely sees war and adventure as a suitable way of life, and relies on the more day to day actives to keep busy. Commoners are farmers, craftsmen, blacksmiths, boatmakers, and carpenters. The make up the great bulk of the population. A commoner may find himself in a special situation, requiring him to quickly fall into many other character types listed above.
Skills: Local Expert, Profession (farming, carpentry, etc.), Trading, Melee Weapon
Options: Common Sense, Contact, Favor
Equipment: farm-type weapon, commoner's cloth, pony or cow

Noblemen
Description: Of high social station, and wielding great wealth and power, the nobleman lives in the lap of luxury, and can afford a great many things other characters cannot. Noblemen such as princes, barons, dukes, and marquis own vast tracks of land and live in the confines of a castle. Lesser noblemen, such as lords and ladies, serve the greater noblemen, yet still enjoy vast power over their servants and vassals, and also live within the protective walls of castles. Not all noblemen, however, are arrogant and pompous. It should not be forgotten that some of the greatest heroes of all time were noblemen. Both King Fahn and King Kashue were high noblemen, and Prince Jester of Moss bravely leads the Dragon Knights in the great quests of virtue and honor.
Skills: Melee Weapon, Acting, High Society, Oratory, Persuasion
Options: Beautiful/Handsome, Membership in royal Household, Wealth
Equipment: noble cloths, jewelry (5 rp), pouch with 600 gold pieces

Skills
The master skill list for Lodoss War is slightly different from that which may be found in other Fuzion rulebooks. The rules are the same, but several skills are different, or modified, to better suit a fantasy setting.

Everyman Skills
Everyman skills are things generally known by everyone. Perception, Concentration, Athletics, Hand-to-Hand, Hand-to-Hand Evade, Local Expert (Knowledge of your area), Lore, and Ridding (Horse). These are given free to all characters by the GM, and have an automatic starting level of 2; about what the average person would know about his or her world. Each can be improved by adding Skill levels on an individual basis. Please note that Education is not an Everyman skill in this gameworld. Most people are uneducated and illiterate. To be literate, you must have Education at 1 or better. Lore, however, is a limited form of historical knowledge, consisting of myths and legends of old, many of which are indeed true.

General Skills
Unlike Everyman Skills, General Skills are purchased at the cost of one Option Point for every level of skill; for example, to have 4 levels in Survival would cost 4 OP.

Buying a skill generally gets you the ability to do pretty much everything described by that skill. However, some skills require that you specialize in a certain aspect of that skill, for example, Melee Weapon [Sword] and Melee Weapon [Axe].

Below is a list of skills. This is not to say other skills are not possible. If a GM wishes to add a new skill, he may do so. However, may skills such as Expert and Profession can cover a wide vary of possible skills. Each skill below is listed with its base characteristic in brackets. This is the default characteristic for that skill. If the GM wishes to use another, he may do so.

ACROBATICS The ability to perform flips, jumps, and rolls like a circus acrobat. You can also jump and flip over an obstacle, landing on your feet, ready to fight. (DEX)
ACTING The ability to act; to assume a role or character. Someone who is skilled in this can fake moods or emotions, or hide his true identity. (PRE)
ALCHEMY This is the study of the chemistry of magic. Alchemy uses the mana that is within all things, and is a skill that may be used by non-magicians. Basically, this is magical chemistry. (INT)
ANIMAL HANDLER The skills of animal handling, training, and care as applicable. (INT)
ARTISAN The ability to make beautiful or useful objects. Must specify one of painting, drawing, sculpture, jewelry, etc. Includes artistic aesthetics as well.
ATHLETICS Basic Athletics skills; dodging, escaping, throwing, swimming. (DEX)
BRIBERY A character with this skill knows when to bribe someone, how to approach him, and how much to offer. (PRE)
BUILDING Knowledge of constructing buildings, tunnels, bridges, etc. Includes ability to design such structures and skills to direct teams or construct the structure yourself.
BUSINESS Knowledge of basic business practices, laws of supply and demand, employee management, and so forth. (INT)
CLIMBING Ability to climb unusually difficult walls, trees, and buildings, as long as there are handholds. The basic climbing speed is 2 m/y per phase. (STR)
CONCEALMENT You can hide things and find things that other people have hidden - like important papers, weapons, jewels, artifacts, and so forth. (INT)
CONCENTRATION The abilities of focus and mental control. This would encompass feats of memory, recall, and physiological control. (WILL)
CONTORTIONIST The ability to manipulate your body to get out of ropes and similar bonds. You may also contort your body to fit into generally inaccessible places or spaces. (DEX)
CONVERSATION This ability allows you to extract information from people with careful conversation. The use of this skill takes time, and if the roll is missed, the subject realizes he is being pumped for information. (PRE)
DEDUCTION This is the art of taking several facts and leaping to an obvious conclusion. This skill should be used sparingly. (INT)
DISGUISE The ability to change a character's appearance through makeup, costumes, body language, and facial expression. (TECH)
EDUCATION General knowledge, such as reading, math, history, and current events. (INT)
EXPERT Any one field of knowledge: farming, law, appraisal, and so forth. This can be a hobby, or an in-depth knowledge of a specific field or area. (INT)
FORGERY The ability to create false documents, playing cards, signatures, royal seals, and so forth. (TECH)
GAMBLING The ability to win gambling games that require some skill, such as dice, cards, and more exotic games. A character may also use this skill to cheat. (TECH)
HAND TO HAND Basic skill at fighting with your hands. Adding a Martial Arts plug-in will allow the character to use Martial Arts maneuvers and actions. (REF)
HAND TO HAND EVADE Basic skill at getting out of the way of someone who is trying to hit you. This skill is used for defense when you are being attacked by someone using the Hand-to-Hand Skill. (DEX)
HIGH SOCIETY The knowledge of royal and upper-class culture: what clothes to wear, what are considered sophisticated drinks, and how to mingle with royalty and so forth. (PRE)
HISTORY This is knowledge of history, mostly dating back no more than 500 years ago. Historical knowledge beyond the Kingdom of Kastuul is limited to myth and legend (Lore skill). (INT)
INTERROGATION The ability to forcibly extract information from people. The character knows how to avoid leaving marks, can judge how close a victim is to death or breaking, and is an expert at manipulating subjects into revealing desired information. (PRE)
LANGUAGES Must specify one particular language. All characters can be fluent in one of the below languages as default, but any other second languages must be bought as normal.
Common - common tongue
High Royal - only 'decorative'
Kastuulian - the ancient tongue
Elven - tongue of the elves
Dwarven - tongue of the dwarves
Halfling - tough of halflings
Goblin - tongue of the goblins
Alecrastian - spoken by Alecrastians
Crystanian - spoken by Crystanians
LIP READING This skill enables the character to read someone's lips in order to tell what he is saying. The character must be able to see his target's mouth clearly. (INT)
LOCAL EXPERT Knowledge of an area; who's who, where things are, general customs, schedules, and peculiarities of the environment. (INT)
LOCKPICKING This skill allows the character to open locks, assuming he has equipment (improvised or hand crafted). (TECH)
LORE This is a familiarity and knowledge of age-old tails and traditions involving supernatural, mythical, and magical stories. (INT)
MELEE WEAPONS Using melee weapons, such as knives, clubs, axes, swords, spears, pole arms, etc. You must specialize in a type of weapon, and take a separate skill for each type. (REF)
MELEE EVADE Basic skill at getting out of the way of someone who is trying to strike you with a weapon. This skill is used for defense when you are being attacked by someone using a melee weapon. (DEX)
MIMICRY The ability to perfectly imitate someone else's voice. (PRE)
NAVIGATION Knowing how to take sightings, use maps and charts, plot courses, work from wind, weather, and other guides. (INT)
ORATORY The ability to speak to an audience and to deliver a convincing presentation. (PRE)
MEDICAL This skill enables the character to stop bleeding, repair damage, and generally keep someone alive. (TECH)
PERCEPTION The skill of observation, perception and spotting hidden things (like clues), detecting lies and emotions.
PERSUASION The ability to convince, persuade, or influence individuals. (PRE)
PROFESSIONAL The ability to perform a certain profession (such as artist, actor, doctor, carpenter, mason, farmer, etc.) Obviously, certain other skills will greatly enhance the character's ability to practice his profession. (INT)
RANGED EVADE Basic skill at getting out of the way of someone who is trying to shoot you with any type of ranged weapon, be it a bolt, arrow, or blast of magical energy. This skill is used for defense when you are being attacked by a ranged attack. (DEX)
RANGED WEAPONS Firing bows or crossbows. You must specialize in either Bow or Crossbow (or other specific type). (REF)
RESEARCH Skills in using libraries, archives, records, as well as uncovering information from obscure or uncommon sources. (INT)
RIDING This skill enables a character to ride a living creature under difficult circumstances. The type of animal (usually horse) must be specified when this skill is purchased. (DEX)
SEDUCTION The ability to gain others' trust by offering companionship or favors (not necessarily sexual). (PRE)
SEIGE WEAPONS Use of heavy siege weapons, such as Ballistas or Catapults. You must specify which. (TECH)
SHADOWING The ability to subtly follow someone. Also the ability to spot and lose a tail. (INT)
SHIPHANDLING Ability to pilot, man, and work aboard a sailing vessel.
SLEIGHT OF HAND The ability to palm items, fool the eye, perform magic tricks, etc. Also pickpocketing. (REF)
SPELLS Each spell is a skill which can be learned. See the chapter on Magic for more information.
STEALTH The ability to hide in shadows, move silently or avoid detection in combat situations. (DEX)
STREETWISE This skill gives the character knowledge of the seamy side of town: he knows where the local Thieves' Guild is, how talk to thugs, gain information, and so on. (PRE)
SURVIVAL This skill enables the character to live off the land, find food and water, identify dangerous plants and animals, and so on. (INT)
SURVEILLANCE The ability to spy on a subject at range without being detected. (INT)
TACTICS The ability to fight effectively and efficiently. A character with this skill is an expert at combat, and usually knows what must be done to win a battle. (INT)
TEACHING The ability to impart information or skills to other. (PRE)
THAUMATURGY This is knowledge of magic, how it works, and how to control and use it. This skill is used to modify spells, or create new ones. You must specialize in one (or more) of each of the Spell Categories (so you may have up to 12 different Thaumaturgy skills). (INT).
THEURGY This is knowledge of holy magic, used by priests. This skill is used to contact the powers of the deity and invoke the power of the gods. You must specialize in one (or more) of each of the Spell Categories (so you may have up to 12 different Theurgy skills). (INT)
TRACKING The ability to follow a trail by observing tracks, marks, broken twigs, and so forth. (INT)
TRADING The ability to strike a good bargain with a merchant or customer. (PRE)
TRAPS The ability to recognize and evade various types of traps and boobytraps. The character also knows how to set up such traps, given the proper time and equipment. (TECH)
VENTRILOQUIST The character can make his voice sound as if it's coming from somewhere other than himself. (PRE)
WARDROBE AND STYLE A grasp of fashion, wardrobe, and personal grooming. A character with this skill knows how to show off clothes and look his best. (PRE)
WEAPONSMITH The character knows how to build, maintain and repair weapons of various types. The class of weapon (Ranged, Melee, or Siege) must be specified when this skill is purchased. (TECH)
WRITING Composing songs, novels, poems, speeches, and documents. You must have Education of 2 or better.

Talents
There is no change in Talents from the basic core Fuzion rules. All Talents are available at 3 OP per level. If the GM wish to add new Talents, he may of course do so. There are new Magical Talents available in Atomik Magick 2nd Edition which may also be used.

Perks and Privileges
Perks and Privileges must be customized for each individual campaign. In a fantasy setting, some Perks are more relevant and important that others. There are a wide variety of Memberships, Contact, and levels of Wealth, all costing a different about of OP per level.


Each level in a Perk cost a certain number of Option Points, as listed below. A chart has been provided, listing each Perk, and various sub-categories, and their cost per level. The cost below is listed as cost per level. That is, to have a Membership Level Five in the Mage's Guild would cost 10 OP.

Perk Name Cost Per Level
Membership
Army
Knighthood
Religious Order
Royal Household
Thieves' Guild
Merchants' Guild
Mages' Guild
Other Guilds

1 OP
3 OP
2 OP
4 OP
1 OP
2 OP
3 OP
2 OP

Contact - as normal

1 OP per level

Favors - as normal

0.5OP per level

Renown - Moderate Impact

1 OP per level

Wealth - High Impact

3 OP per level

Royalty
Having a membership in a Royal household gives you a royal title. What level of Membership you have dictates your title. You must have a certain minimum level of Wealth as well to support your title (see Wealth).

Membership (Royal Household)
Level 1 - Youth, non-heir. Wealth not required
Level 2 - Youth, Future Heir. Wealth not required.
Level 3 - Lord, Wealth 2+
Level 4 - Marquis, Wealth 3+
Level 5 - Graf, Wealth 4+
Level 6 - Baron, Wealth 5+
Level 7 - Duke, Wealth 6+
Level 8 - Grand Duke, Wealth 8+
Level 9 - Prince, Wealth 9+
Level 10 - King, Wealth 10

Wealth
Wealth determines your starting resources. However, most of your resources are locked into non-liquid assets, such as your house, personal possessions, cost of living, and so forth. You do have a weekly disposable income, which comes in the form of wages, selling your goods and services, and so forth. If you are royalty, most of your weekly income comes from taxes. Remember, you can exchange 1 OP for 1 Raiden Piece. See Weapon and Equipment for more info on Money.

Wealth
Level 0 - Commoner, 1 Raiden per week
Level 1 - Lower Middle Class, 2 Raidens
Level 2 - Middle Class, 4 Raidens
Level 3 - Upper Middle Class, 6 Raidens
Level 4 - Upper Class, 12 Raidens
Level 5 - Wealthy, 24 Raidens
Level 6 - Highly Wealthy, 48 Raidens
Level 7 - Very Wealthy, 100 Raidens
Level 8 - Extremely Wealthy, 200 Raidens
Level 9 - Filthy Rich, 400 Raidens
Level 10 - Kingly, 1000 Raidens