Wealth and Equipment

Wealth

Starting wealth can be better (up to level 4) or worse (as low as -2) if you take it as an advantage or disadvantage.
 
Level Pt Money Description
-2 Homeless -2 10p You have only the clothes on your back and whatever tools you carry. You earn what you beg.
-1 Poor -1 40p You have a set of clothes, work as a laborer, and sleep on a mat in shared lodging, job. Earn 1p a day.
0 Average 0 100p You have two sets of clothes, basic tools of your trade, and live in shared accommodation. You have a month's wages in savings 90p and earn 3p a day.
1 Established Journeyman 1 250p Your have several sets of clothes, rent a housekeeping room, and have two months 300p in savings, and earn 5p a day.
2 Successful Craftsman 3 1,500p You have several sets of clothes, including a nice set, rent an apartment and the adjacent business. You have three months 900p savings and earn 10p a day.
3 Well Off Merchant 6 10,000p +debts You are a well known professional, own a large apartment or house with a servant and place of business. You have five months 5,000p of savings and investments and earn 1,000p monthly.
4 Rich Minor Noble 10 100,000p +debts You have a mansion, minor holdings, and staff. You have 25,000p in credit and and earn 10,000p monthly.
A rough grouping of these class strcuture would be 0 or below are lower class workers, 2-3 are middle class craftsman, merchants or professional, and 4 and above are aristocracy. In the table above money is how much you have in possessions, incuding tools and furnishings. The well off and rich have twice this amount as they have an equal amount in debts.
 

Equipment

General equipment is not tracked or purchased but rather collectively owned and used. Equipment is an expression of your wealth level… this is an advantage or disadvantage if above or below the common level. You must buy a change to this if your character changes circumstances in the game… this only applies to income and property not a one time purse of coin.   Equipment is tracked by a level of preparedness that takes into consideration a few elements: wealth, time or information to prepare, and how much stuff you want to carry. If you think you will need a ball of string you can just say I have some before the situation arises where you need to use it. If not otherwise specified, when a situation arises you can roll to see if you have what you need.
 
Mod Information Time to Prepare
-2 Either faulty or no information Panicked rush
-1 Missing basic information In a hurry
0 Basic sense of what may occur Time to grab a few things
+1 Useful information Time to prepare
+2 Good information Time to plan
  Your Level of Preparation is your wealth level plus your information/time modifier up to how much you want to carry. This is the number of dice you add or what you subtract from the result to have items that will help.
 
Level Name Description
-2 Hopeless You carry almost nothing so you are unprepared for almost everything
-1 Unprepared You have a pouch or small sac that has most of your megre belongings
0 Average You own a few items that you guess might be helpful. A shoulder bag should suffice
1 Hopeful You have added few just in case items. Fortunately you have pockets and a few pouches
2 Considered You have access to generally relevant items. Your pockets, cloak, pouches and bag bulge noticeably
3 Detailed You spent time anticipating what might be needed for various situations. Your move is -5 as you are visibly burdened
4 Overprepared You are carrying so much you surely have something for any situation. You move is -10. People look at you wondering what you are doing
  Example
Bill is of average wealth, knows they are going to break into a warehouse that is likely to be guarded, and will need to find a hidden door to the basement (+2 information). Thus Bill could choose to be up to level 2 preparedness: considered. If having bulging pouches and pockets was an issue Bill could instead be hopeful so as to not be so packed (though not so much as to give a move penalty). Bill gets in and wants something to see if there is airflow… rolls 3 dice for the level 2 preparedness and gets 8,3,1 so one success and assuming the difficulty is average they have something. Fortunately they brought some salt they can easily grind into a fine powder. A consequence might be using something up so a penalty in future, such as Bill had to tear up paper to do something so does not have it later.