It is possible that the Independent Income isn't fixed, but varies a bit each month. Roll 3d-10, multiply the result by 10, add to 100. The resulting number is the percentage of your normal independent income you receive this month. Income varies from 20% to 180% of basic Independent Income
For instance, a character with at Starting Wealth of $1000 has a variable Independent Income of 5%, $50. On a roll of 12, he receives $60 (120%), on a roll of 7 he receives $35 (70%).
A character with this advantage has, in addition to his regular Starting Wealth, up to ten times that amount tied in various properties such as land, buildings, investments etc. Possessions that can be directly used for adventuring -- such as a car or a carriage -- as well as those that can easily be converted to cash -- like rings, gems and other simple jewelry -- isn't considered property and should be purchased with the regular Starting Wealth.
There are two main drawbacks connected with the property: they are not easy convertible to hard cash, and they are subject to calamities such as natural elements, theft or war. Due to that definition, it can be argued that for instance some jewelry can be considered property, and it would be right -- it's pretty hard to just walk into a jeweller's store and sell the Koh-I-Noor or the British Crown Jewels, but you might be able to sell it if you acted smartly. As always, it's up to the GM to determine what can be considered property, and what should be purchased with starting cash.
If a property is lost or damaged in such a way that it loses value (e.g. a flooded land, or a war-torn castle), the cost of the advantage is appropriately reduced, by 1 point for each full 10% of reduction in property value. Sometimes a property may go up in value (e.g. if oil is discovered on the character's land), but the character can't take advantage of it until he pays for the advancement in points, at a rate of 1 point per an increase of 10% of the original value.
The property can be beneficial in the way that it provides income -- for example, a farm can provide substenance for a whole family, or a business investment can bring you a regular dividend. However, this income is in no way related to the Fixed Property advantage, and should be either purchased as a Regular Income (see below), or earned through work.
Unlike the Regular Income advantage, Wealth Access doesn't accumulate the money -- if the character doesn't use his monthly quota, he can't ask for more next month. A good example of this advantage is a teenager's allowance, or a spy's mission funds.
The cost of the advantage is related to the amount the character is allowed to take each month, which on the other hand depends on the character's monthly cost of living:
| Amount | Point Cost |
|---|---|
| Cost of living x1/2 | 5 |
| Cost of living x1 | 10 |
| Cost of living x5 | 15 |
| Cost of living x10 | 25 |
| Unlimited | 50 |
Special Limitation: Illegal. This advantage can be obtained illegally, which means that the character doesn't have approval of the owner of the wealth he has access to. Good example is a hacker who breaks into a big bank's computers, transferring little amounts each month to his account, or a low-level salesman who steals a little from the cash register at the end of the day. The drawback is that the character has to roll vs. an appropriate skill or attribute (GM's choice) each time he draws the money, with failure indicating that his work is somehow noticed by the authorities; on a critical failure he is discovered and arrested. -50%.
| Cost of Living | Point Cost |
|---|---|
| x1,5 | -5 |
| x2 | -10 |
| x3 | -20 |
| x5 | -30 |
Even more is possible, but will usually hinder a character too much to be playable.